Hello, I noticed that NPCs like the penguin mercenaries hold weapons, how could I do this for a normal human NPC?
Well guards hold weapons as well. I'm going to guess. 1. Their equipment includes the weapon of course 2. Holding the weapon is defined as part of their behavior. Behaviors are not something I've looked at enough to be useful. If I had, I'd like to revive "Enemies aren't stupid". Or if you study up on them, maybe you can. I'd also like musician NPCs that walk around carrying their instrument. But I don't know how/if they can actually play them. Playing is probably too hard coded to do. But it would add a lot of environment to go into a glitch village and hear a musician playing robotic medieval tunes etc. "Listen to the song of my people" etc. At the very least, if you can make a different background tune play once you enter a village. Can that be tied to dungeons? I don't know dungeons/tiled enough to have the answer.
Actually (deleted my post from earlier), the items held is defined in the npctype file located in npcs folder. Here is an example of guard default equipment Code: "items" : { "default" : [ [0, [ { "head" : [ { "name" : "humantier1head" } ], "chest" : [ { "name" : "humantier1chest" } ], "legs" : [ { "name" : "humantier1pants" } ], "primary" : [ "npcpistol", "npcmachinepistol", "npcassaultrifle" ], "sheathedprimary" : [ "npcbroadsword" ] } ] ] ]
Well, I gotta test it first, it interests me that the weapons are defined with NPC in front of them. Would that disable custom weapons unless I were to edit some file defining what NPC weapons actually are? Now if only you could answer my more complex problem I posted about lol
Those are actual weapons in game, located in "items\active\weapons\npc" in your unpacked assets. (this means you could use any weapon defined in any mod) And which problem would that be?
http://community.playstarbound.com/...nd-story-mode-characters.131472/#post-3135561 Thata one, but I think I'm starting to figure some of it out.