MAX SCRIPTS FOR BLADE

Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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Sryml
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Posts: 107
Joined: Tue Aug 28, 2012 12:50 pm
Location: China

Re: mass/density of model - how can it be controlled?

Postby Sryml » Thu Dec 27, 2018 7:14 am

No matter what I do with the material in 3dsmax it always generates the same model. I try to remove material and make new, all kinds of new ones and either it has no texture at all (which crashes game anyway) or it's as it was first time - so I'm stuck with a tiny piece of jewellery weighing 10kg.
Recently I found a function "Bladex.SetDefaultMass". It can change the weight of an entity. The effective way is to put it before creating the entity.

Code: Select all

Bladex.SetDefaultMass("ZombieLaborerAxe",2.0)
Once the entity has been created, it cannot be modified again.
Any Possibility!

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cieply
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Joined: Wed Jun 26, 2013 3:43 pm

SetDefaultMass

Postby cieply » Wed Jan 02, 2019 4:16 pm

Does it work on class of objects?
I tried with Eclipse and didn't work.
Bladex.SetDefaultMass("Eclipse", 2.0)
e02=Bladex.CreateEntity("Eclipse02","Eclipse",char.Position[0], char.Position[1], char.Position[2],"Weapon")
e02.Mass
>>> 10.0
And so with other weapons.
When I use it on created object like
Bladex.SetDefaultMass("Eclipse02", 2.0)
e02.Mass
>>> 10.0
nothing changes either.
l'aria fresca,
vino puro, ...

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Sryml
Dragon
Posts: 107
Joined: Tue Aug 28, 2012 12:50 pm
Location: China

Re: SetDefaultMass

Postby Sryml » Mon Jan 07, 2019 1:22 am

Try remove the "BODpak" cache file in the /pak folder. :roll:
Any Possibility!


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