Difference between revisions of "Armor"

299 bytes added ,  09:48, 10 June 2020
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→‎Notes: Added info on AP order
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'''Papyrus:''' [[Armor Script]], [[ObjectReference Script]]
'''Papyrus:''' [[Armor Script]], [[ObjectReference Script]]


An Armor form is an item that characters can equip and wear. Armor forms contain data for the item's gameplay effects and for the way it looks when dropped in the game world; Armors refer to [[ArmorAddon]]s to define how the armor looks on a character model when it's actually being worn. A single Armor can refer to multiple ArmorAddons, to cover multiple body parts (like the Helmeted Cage Armor) or to make the armor available to multiple species with different body plans (like the Welding Goggles).
An Armor form is an item that characters can equip and wear. Armor forms contain data for the item's gameplay effects and for the way it looks when dropped in the game world; Armors refer to [[ArmorAddon]]s to define how the armor looks on a character model when it's actually being worn. A single Armor can refer to multiple ArmorAddons, to cover multiple body parts (like the Helmeted Cage Armor) or to make the armor available to multiple species with different body plans (like the Welding Goggles). The [[Armor]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Items|Items Category]].


== Editor Dialog ==
== Editor Dialog ==
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*{{Template:Editor:Property:Pickup Sound}}
*{{Template:Editor:Property:Pickup Sound}}
*{{Template:Editor:Property:Putdown Sound}}
*{{Template:Editor:Property:Putdown Sound}}
*'''[[Instance Naming]]:''' A set of prefixes that can be added to this item's name (on a per-reference basis) depending on what keywords and [[Object Mod]]s it has.
*{{Template:Editor:Property:Instance Naming}}
*{{Template:Editor:Property:Add Destruction Data}}
*{{Template:Editor:Property:Add Destruction Data}}
*'''Ragdoll Constraint Template:'''  
*'''Ragdoll Constraint Template:'''  
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* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Needs confirmation, but when multiple ARMA records have SCLP data, only the data from a single record is applied; the data is not composited.  The ARMA record that's selected may not even be active (e.g., the SCLP data from from ARMA with index 2 can be used even when the iAddonIndex is 1).
* Needs confirmation, but when multiple ARMA records have SCLP data, only the data from a single record is applied; the data is not composited.  The ARMA record that's selected may not even be active (e.g., the SCLP data from from ARMA with index 2 can be used even when the iAddonIndex is 1).
* At the workbench, the order in which the attach points appear is controlled by the [[FormList]] do_ModMenuSlotKeywordList.  Attach points not in this list will appear below APs that are in the list and be roughly in the reverse order they were added to the Attach Parent Slots list.


== See Also ==
== See Also ==
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