Test it and see? I believe the thrown animation will simply be the ground model of the item (as if it were dropped) rotating and arcing through the air towards the target. EG. The axe and dagger throwing animations are both viewable in v2brute, the cleaver throwing animation however isn't, yet when you throw the cleaver in game it looks like a cleaver... I suspect a throwable longsword will look like a longsword, same for shordswords, bastard swords and anything else you want to throw, molotov cocktail potion bottles anyone?
Installing my working full 2012 version of VS to begin testing @Sitra - Just noticed two more files I came across while adding more mind blades to the game, would you be able to add extenders for meshes.mes and inventory.mes? Also, I guess I never said anything, but I should probably publicly stake my claim on the proto id's 4800-4804 for mind blades. I may end up using more id's following that depending on what other psionic classes entail, so to be safe, assume for now 4800-4899 are used.
Just saw this: gonna disagree with Allyx, protos.tab col 65 has a thing which decides the animation type of a thrown object. Eg, Al's cleaver is decried there as 'throwing_ax'. So you have to use an existing animation. Test it by all means and let us know.
I did actually see that column today Ted, afaik the only weapons that were throwable in ToEE were daggers and cleavers, but pick up a goblins' hand axe in the IWD mod and throw it, it's not the cleaver animation being used.
My copy of 2012 was a version I was sure wouldn't kick me out of trial or anything. Is the version of VS the reason the project won't build?
Got 2015 working finally, and now it's giving errors that kill running ToEE at this part of the code. Code: #if _ITERATOR_DEBUG_LEVEL == 2 if (size() <= _Pos) { // report error _DEBUG_ERROR("vector subscript out of range"); _SCL_SECURE_OUT_OF_RANGE; } This is with a clean reinstallation patch 2 of ToEE with co8 8.1 NC
At what stage does that file? Does it fully compile? If not, have you downloaded and extracted the dependency files? If it does, make sure you don't have a python error (look at the templeplus.log file).
Fully compiles, no errors, only warnings, checked the log. It gets to pic related where it's starting the game.
I meant the game log (templeplus.log). See support instructions in sig where to find it if you don't know where it is.