• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Vassal's new musket and musketoon mod

What build? 12.1? If so, where? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
In 10, armor was an item and invisible.
In 11 and 12, you can buy an armored suit of clothes at the tailor shop (any Dutch / Spanish / Portuguese uniform, and Lucas).
 
Plus we've got a few new armour-suited models people've been putting in, eh? I have one myself I'm considering, though an awfully, awfully ghastly beastly beast he'd be, hee hee.

Plus also: Vassal I like the guns a lot; are we going to give them to all the soldiers or something? I'll make some weapons-sellers for them sooner or later, along with tweaking some of the stats if you don't mind (seems to me the musketoon should be a little cheaper than the full-on musket), and polish the writing of their descriptions.

Question on how these weapons may relate to prospective inventory and stamina mods: Will a 'heavy' backpack affect stamina*/**, like making it recover slower or not beyond a certain point, and then will some weapons, like these muskets and the blunderbus, be made 'heavier' than others as a trade-off for their sheer impressive might and power?

* can the white 'sail strength' bar in sea mode be adapted to land mode to indicate stamina, like in the bars above the character portrait?

** and how again will stamina affect play - like making your character slower at walking or fighting, or recover actual health slower or something?
 
Sure you do Alan <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> , you have my permission
 
Theoretically it is attached to a locator in the character model, so you should be able to move and rotate that locator to get the gun in position However that character could then *only* carry guns and would look ridiciulous with a pistol.
Besides that, I'm not at all sure that's really working at all.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Of course! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> How, tho, is it attached to that locator on the hip? Can't the locator on the musket (I'm imagining this like two magnets, one on the hip, the other on the weapon) be rotated or "relocated" so that the musket could hang in a more normal fashion, yet the pistols and other items would still look normal? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Meaning that if you rotate or translate it in its own coordinate system you could still get it positionend (?)
 
Yeah, but it'd be wrong when held.
Now, if we could swap it right before you fire...but we only have handlers for _after_ firing, IIRC...
 
My only experience with this is if you don't get the hip positioner JUST right, they won't hold it correctly when using it. I get this problem with swords on some of my mixed models - when they hold or swing the sword it just kind of floats out in front of them.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Ah well, it was a thought... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
Back
Top