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 Body/Head Restrictions

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Hyper
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Game username : Hyper
Server : Azoptaos
Male Posts : 503
Join date : 2014-02-09
Age : 20

PostSubject: Body/Head Restrictions   Wed Nov 19, 2014 12:00 am

For a few days I've been trying to create a code like that of the mane restrictions - aka only certain manes will work on every head - but with bodies and heads. So if I chose a rat body, I can only choose the rat head, same with other species etc

I've tried taking the existing restrictions for tufts and manes, but I can't seem to get it to work ingame, and I'm at a loss. Any help or suggestions here are appreciated.

In CharScreen:

Code:
      if(partChanged=="Body")
      {
         while(mDef->isRestrictedBody(bodyID,headID))
         {
            bodyID += (increment?1:-1);
            if(bodyID<0)bodyID = mDef->maxBodies-1;
            if(bodyID>=mDef->maxBodies)bodyID = 0;
         }
         return;
      }

In ExternalDefs:

Code:
   bool isRestrictedBody(const short &bodyID, const short &headID)
   {
      if(bodyID==2 || bodyID==3)
      {
         if(headID==2||headID==4||headID==7||headID==8)return true;
      }
      else if(bodyID==8 || bodyID==9)
      {
         if(headID==1||headID==3)return true;
      }
      return false;
   }

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Hyper
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Game username : Hyper
Server : Azoptaos
Male Posts : 503
Join date : 2014-02-09
Age : 20

PostSubject: Re: Body/Head Restrictions   Sun Dec 28, 2014 11:33 pm

anybody? Bueller?

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RedEye
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Game username : -redeye-
Server : KITO
Male Posts : 2578
Join date : 2011-07-24
Age : 30

PostSubject: Re: Body/Head Restrictions   Mon Dec 29, 2014 1:10 am

You're missing this probably in changeTrait for the body (this is for the head), notice that the iID is 0 for the head, 1 for the mane and so on:
Code:

if (iID == 0)
   {
      headID += (increment ? 1 : -1);
      if (headID<0)headID = mDef->maxHeads - 1;
      if (headID >= mDef->maxHeads)headID = 0;
      applyRestrictions("Head", increment);
      mUnit->replaceHeadMesh(mSceneMgr, meshName("Head", headID), (page == PAGE_PRESET1 || page == PAGE_PRESET2));
      doReequip = true;
   }

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Hyper
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Game username : Hyper
Server : Azoptaos
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Age : 20

PostSubject: Re: Body/Head Restrictions   Mon Dec 29, 2014 4:04 am

I've got Hamilton's multi body source and I did modify this code a bit to match the head

Code:
//body
 if(iID==0)
 {
 bodyID += (increment?1:-1);
 if(bodyID<0)bodyID = mDef->maxBodies-1;
 if(bodyID>=mDef->maxBodies)bodyID = 0;
 applyRestrictions("Body",increment);
 mUnit->replaceBodyMesh(mSceneMgr,meshName("Body",bodyID),(page==PAGE_PRESET1||page==PAGE_PRESET2||page==PAGE_PRESET3));
 doReequip = true;
 }

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--Infintiy--
3D Modeler
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Game username : --Infinity--
Server : Ferals Online BR {Owner}
Male Posts : 140
Join date : 2011-10-10
Age : 26
Location : Brazil

PostSubject: Re: Body/Head Restrictions   Tue Jan 13, 2015 8:11 pm

I gonna remove this main Body and unite the Head and the Body in one model, when someone change the Wolf head, the wolf body comes together, when you select the Lion Head will be the same, the models is gona get more pretty with the head unite with the body.
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Conde Pudim

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PostSubject: Re: Body/Head Restrictions   Thu Jun 11, 2015 5:31 am

this is a bug in my game gng
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Cloud
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PostSubject: Re: Body/Head Restrictions   Thu Jun 11, 2015 10:56 am

This thread is again, an old thread.
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Hyper
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Game username : Hyper
Server : Azoptaos
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Age : 20

PostSubject: Re: Body/Head Restrictions   Thu Jun 11, 2015 8:26 pm

not only old, but has been solved, lol

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