OpenXcom Forum
Modding => Help => Topic started by: Keth01 on April 20, 2018, 01:41:20 pm
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I noticed a mention on the Piratez board of some items being 'glued' to certain armours? How does that work syntax-wise? (Apologies of this is a dumb question but google wasn't helpful).
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the code is this but it requires extender
armors:
builtInWeapons:
- AUX_GLUED
items:
- type: AUX_GLUED
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No problem, I'm doing my stuff in OXCE+ now :)
Does the item take up an inventory slot if you apply this?
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Yes, though you can specify which inventory slot it prefers by putting "defaultInventorySlot: STR_SOME_INVENTORY_SLOT" on the item. I'm also experimenting with adding a weapon by the "specialWeapon" parameter on a unit's armor, in which case it wouldn't take an inventory slot and would be accessed by either clicking on an empty hand or a special button in the upper-right corner of the screen.
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Nice :)
Since i'm thinking of either a 'dedicated hand' on power armour that is the armour's signature weapon rather than a gauntlet or a belt/backpack shield generator item, taking up inventory isn't an issue :)
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My code to allow weapons to be used that aren't directly in a unit's hands is working pretty well - if Meridian likes it, then the power gauntlet as a melee weapon could be configured to not use up a hand slot at all.
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Sweet. Probably make the 40k modding community happy with that one too.