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Playertools:holywater -- how to apply that entitydef to custom model?


geegee
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I want a potion with holywater properties, but applied to a DR made model that looks more appropriate for my FM (with no crucifix).  

I've made several objects to grab, put in inventory, then drop at a location to complete objectives before, so that's not a problem.  

But how do I apply the properties of entityDef atdm:playertools_holywater to a model?  One required property is that it can be applied to a waterarrow.   I copy/pasted the holywater entitydef to myfm/def subfolder with appropriate name changes, but that didn't work at all...

Does anyone know of an FM that has done this, or something similar enough with playertools, so I can copy that procedure?  

 

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You could just create a holy water potion in your map and change its "model" spawnarg to your custom model. The more sophisticated way would be to create a new entityDef that inherits from the original potion entity but specifies a different model. Either of those are how customisations like yours are usually done.

Note that if the model should be for a moveable like a potion, then it needs a collision mesh. This is a very simplistic shape that can be part of the model - you could look at the existing holywater's collision mesh to see how it's done.

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Thank you!  And so simple, too.  Being an unsophisticated type, I'll opt for the easy way. 

eta. -  or perhaps not.  I need a new icon and inv_name etc. - i.e. not "holy".  So back to the problem:  where do I put the new entitydef?  Is myFM/def the right place?  Is my copy/paste -> change names procedure on track?  

eta2.  After creating a holy water potion then changing the model to my own, it works exactly like the original holy water -- so my model inc. collision mesh is OK.  The icon and inv_name are dead wrong, tho'. 

Also, about the way holy water arrows work is very odd and I don't like it.  I tested on various undead AI with these results. 

atdm:ai_undead_revenant   
4 x hw_arrow to kill it.
1 x fire_arrow to kill.

atdm:ai_undead_skeleton_armed
atdm:ai_undead_skeleton
2 x hw_arrow to kill.
1 x fire_arrow to kill.

atdm:ai_undead_zombie
2 x hw_arrow to kill.
1 x fire_arrow to kill.

atdm:ai_builder_guard_ghost
invisible to player, it still attacks and kills player

atdm:ai_revenant_spirit
flat black skin.  nonsolid for hw_arrow and fire_arrow

How can a player know it takes 4 shots with holy water arrows to kill the (no doubt closely) attacking revenant?

What's the point of an invisible unkillable attacker (builder ghost)?  Or an unkillable revenant spirit? 

Edited by geegee
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I got it to work with my model, icon, names.  Everything good to go except, IMO it's unusable as it takes 4 hits to kill a revenant, 2 to kill a skeleton - which strikes me as being so wrong that it kills immersion.  Too bad.

The problems with builder_ghost and revenant_spirit must be a rendering bug.

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