I'll try that nowO Ilusionista said:And if you try to REMOVE it from the header?
yeah, I did. I'm at work now, but I'll show you the txt files of the character and the weapon once I get home. Perhaps you can see what I'm doing wrong?O Ilusionista said:Have tried to remove it only from the weapon and not from the character?
MadGear said:
MadGear said:Ah, I didn't know about the CODE tags. Next time, I'll use that
And thanks for helping. I'm just gonna tinker with it some more. I'll probably find the solution, eventually.
Thanks for thatDamon Caskey said:See my post again. I just gave you some more options.
This is something I was going to ask - if model flags changes anything about this. And in this particular case, I think it should.The MP meter is still visible because the jet ski model still has MP. Just leaving the MP entry out of a weapon doesn't make it go away. The whole point of a weapon model is it only replaces aspects of the original model that are explicitly different. The lack of MP in a weapon model text tells OpenBOR "Nothing changed compared to original.". Same principal as the animations.
Yeah, it was what I am thinking, but the manual doesn't says if this is possible:There is a weapon copy flag that can modify copying behavior, but again I'm working from memory and don't recall which one it is. This is where you go to the manual.
Use a script to set her current MP value to 0 (the max value is irrelevant) and make sure she can't gain any during the stage. Technically the MP gauge is still there, but it will be empty and thus invisible. The script to do this is insanely simple - it's literally two lines.
void main(){
void self = getlocalvar("self"); //Get calling entity.
changeentityproperty(self, "mp", 0); // Set the MP.
}
mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}
Not yet, I'm still figuring out where to put that script. This is very new and advanced for me. I'll probably figure it out, though.O Ilusionista said:Have you tried to use the script I mentioned?
I do wish to try, but to be honest, not right now. I tend to focus on too many things at once for this new mod of mine. I've got lots of ideas planned, so in order for it to not get overwhelming for me, I'm first gonna focus on the stuff that I am familiair with and finishing that first.Damon Caskey said:It's starting to look like you need to draw your MP gauge bar manually with script. If you want to try, we'll be glad to help and I promise it's nowhere near as scary as it sounds.
Wouldn't it look weird if the yellow flash would always be there, even if the gun is not firing?nsw25 said:Why not just add it to the chopper sprite?
Thanks. But first, I'm gonna have to look up what 'bind' is.nsw25 said:Or use bind if you wanted alpha transparency or something