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blood1995

BH Purifier starts with 2 cannons

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Hellow everyone, I would like to know how could I make the Purifier from the black hand to start with 2 cannons, I've noticed that it's possible with WB and I would like to impliment that option in my mod.

 

Thanks for the help.

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By two cannons you mean the lazer turrets or the Flame throwers?

 

Flame throwers (which I assume you Don't meant to) can only be added with method that involved max

 

 

The lasers need a few changes in the xml, last time I saw the purifier xml, it's xml was just like it appearance. .. A lazy half work that was made from the avater, it have most if not all of the avater scripts and they just don't have a trigger, you need to add the lazer weapon or removed the trigger of the current one (if it still there), make sure it set to the right bones (it should be already), and make the purfires to show the sub object by different means (Lua scripts or just add line that tell it show the sub object)

 

We can also add new trigger rather than use Lua scripts but they more easier to use

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afaic see the blackhand avatar still has the same code left in it..so not much change there

 

<WeaponSetUpdate
                id="720F4A50">
                <WeaponSlotHardpoint
                    ID="1"
                    InterleavedStyle="INTERLEAVE_RANDOM"
                    WeaponChoiceCriteria="PREFER_MOST_DAMAGE"
                    AllowInterleavedFiring="True">
                    <Weapon
                        Ordering="PRIMARY_WEAPON"
                        Template="NODAvatarLaser"
                        Upgrade=""
                        ObjectStatus=""
                        IsPlayerUpgradePermanent="False" />
                    <Weapon
                        Ordering="SECONDARY_WEAPON"
                        Template="NODAvatarBeamCannonLaser"
                        Upgrade=""
                        ObjectStatus="WEAPON_UPGRADED_02"
                        IsPlayerUpgradePermanent="False" />
                </WeaponSlotHardpoint>
<GrantUpgradeCreate

    id="ModuleTag_GrantUpgradelaser_2"
    UpgradeToGrant="Upgrade_AvatarBeamCannon"
/>

should enable the second laser(WEAPON_UPGRADED_02) from the start

Edited by Ravendark
  • Upvote 1

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