Mechanoids as player characters??

Started by Wolf619, October 23, 2016, 01:15:56 AM

Previous topic - Next topic

Wolf619

I tried switching out the player pawn with a mechanoid scyther with no success, but it makes me wonder
how hard would it be to make a mod where you play as mechanoids with human like behavior??
I think it would be fun! Any suggestions on how to do this?

RawCode


Dingo

You would need to give them a modified ThinkTree and make them a player faction. It's possible.

Wolf619

Quote from: RawCode on October 23, 2016, 02:30:21 AM
post your xml\code.
I'll just put what I edited to save from redundant code

In Races_Humanlike:
     <leatherMarketValueFactor>3</leatherMarketValueFactor>
      <nameCategory>HumanStandard</nameCategory>
      <body>Scyther</body>
      <baseBodySize>1</baseBodySize>
      <baseHealthScale>1</baseHealthScale>

In the bodies folder I replaced the human file with Mechanoid's from core.

This method totally does not work.

demeggy

What errors are you getting? I was running into a similar problem (still sort of am) with custom pawndef bodyparts not linking up correctly for some reason.

Wolf619

I dont get an error at start up but when i try to generate a map I'm having an error with Verse.StartingPawnUtility.NewGeneratedStartingPawn

I'm guessing the character picker isn't liking my switch to mechanoid, not really sure how to fix that.

Realistically it's just a sprite hack that I'm looking for so I bet if i took the Mechanoid sprites and renamed them to body sprites for humans and made the heads invisible (blank png), it would give the appearance of a mechanoid but still function like a person. I've never actually tried it yet though.

although wearing armor or carrying a gun i assume would look not right, maybe can make it so the custom pawn can't equip guns or armor then up his hit points??