So I'm currently working on creating a custom behavior resource that mimics how toads work on the base game, only much more modularized so that people can change the dialog, model, and animation it loads in with by editing the lua file. This would hopefully work so that you could have a few sets of data that goes [model, animation, dialog, etc] and then each instance of the behavior would choose which set to display depending on what the last byte the behavior is set to have on the level data.
I'm doing this to hopefully make it easier to make populated looking maps in coopdx. If you can take any model that uses the Mario armature and put it in a level as an NPC that'd open the possibilities for what is quickly doable in coopdx mapping at least a little bit more hopefully.
I'll be using this thread to just compile my attempts to get his to work, as well as get a bit of feedback from people as I attempt to get this working.
No code/pictures yet, but I'll edit the thread later today with my progress.
I'm doing this to hopefully make it easier to make populated looking maps in coopdx. If you can take any model that uses the Mario armature and put it in a level as an NPC that'd open the possibilities for what is quickly doable in coopdx mapping at least a little bit more hopefully.
I'll be using this thread to just compile my attempts to get his to work, as well as get a bit of feedback from people as I attempt to get this working.
No code/pictures yet, but I'll edit the thread later today with my progress.