Josh wrote:does it deteriorate when hurt by monsters?
Unfortunately not at the moment as I need to figure out a way to implement this. Since the visible armor does not really exist as an entity itself, there is no way for it to take damage in the conventional sense. I thought about using player:on_punch() but then I read in the api guide...
On the Lua side, every punch calls ''entity:on_punch(puncher,
time_from_last_punch, tool_capabilities, direction)''. This should never be
called directly, because damage is usually not handled by the entity itself.
Maybe someone more familiar with the api can suggest a better way around this?
4aiman wrote:Looks good, but I prefer to have real 3d armor ;)
I did try out your mod prior to creating this but could not get it to work on my current server setup. I do not recall the exact error, however I have watched your youtube vid and do get the general idea of what you are trying to do, pretty cool stuff!
The idea of creating a seperate armor model does have a number advantages over simple player re-texturing, not least solving the problem mentioned above. It could also be used to incorporate 3d shields.
My main concern with armor entities is what additional load it might put on a well populated server. Since I am mainly developing this mod for use on a custom pvp server I wanted to keep things as tight as possible.
4aiman wrote:Maybe my own experiments combined with this way of setting textures...
Sure, create the armor model.x with a fully transparent default texture then simply alpha-blend in-out individual item meshes in much the same way I am doing with the default character.png
sfan5 wrote:Screenshots please?
The Forum would not let me post more than one link, naturally I had to keep the download link.
