Page 1 of 1

Mannequin Belt

PostPosted: Fri Jun 12, 2015 9:44 am
by GrimF4ilure
Just a suggestion but could it be made so a fully equip tool belt can be moved to a mannequin or not at all. Its sooo frustrating having to empty my tool belt every time I want to switch clothes.

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 10:37 am
by Nsuidara
+1, I wrote about it as well, and others not once :]

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 2:33 pm
by Dallane
It's been suggested many times already. Please use the search button

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 8:22 pm
by JohnCarver
Good suggestion, difficult to implement.

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 11:40 pm
by Nsuidara
JohnCarver wrote:Good suggestion, difficult to implement.

not true... key ring and wallet not swap...
so made belt not swap...

This is annoying... made all toolbelt "not swap"

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 11:47 pm
by rustles
GrimF4ilure wrote:Just a suggestion but could it be made so a fully equip tool belt can be moved to a mannequin or not at all. Its sooo frustrating having to empty my tool belt every time I want to switch clothes.


Please do this... our lives will be so much easier if belts acted like purse and key rings.

IDK why its difficult to swap a full belt, when I got itchy britches my belt got removed from my equipment and placed into inventory while containing all the tools.

Re: Mannequin Belt

PostPosted: Fri Jun 12, 2015 11:57 pm
by JohnCarver
Nsuidara wrote:not true... key ring and wallet not swap...


Keyring and wallet don't have graphical representations on the character.

The implementation of this fix is extremely time consuming and complicated in comparison to the mannequin implementation itself.

Re: Mannequin Belt

PostPosted: Sat Jun 13, 2015 3:05 am
by ericbomb
JohnCarver wrote:
Nsuidara wrote:not true... key ring and wallet not swap...


Keyring and wallet don't have graphical representations on the character.

The implementation of this fix is extremely time consuming and complicated in comparison to the mannequin implementation itself.


I'm not gonna lie JC.... thinking about how the engine must run scares me. Maybe it's because I program in a C++ environment and my game engine is a professional/commercial game engine but.... I don't quite understand how that's possible. Does the mannequin not just look for things where variable X = Y that is equipped and only grabs those?

Re: Mannequin Belt

PostPosted: Fri Jul 10, 2015 4:04 pm
by Taipion
*Behold!*
*With the power of necromancy, I revive this thread!*



Issue:

I do believe it's not only the toolbelt but also the backpack that makes using mannequins more difficult than it should be.

I am actually about equally fast, switching a set manually from a good set up container, and from a mannequin which requires me to unload toolbelt and backpack first.



Fix:

It should be actually simple to implement, just the salem way!
How?
Flower menu! :D

Instead implementing checks of some sorts, let the player decide,
right-clicking the mannequin should give these options:
1.) switch everything (as it does now, or does not when you got a full toolbelt equipped^^)
2.) switch cloths only (this excludes backpack and whatever is in your hands)
3.) switch cloths only, excluding toolbelt

And optionally:
4.) switch weapons/tools only (only switches what is in your hand slots, for those who like switching and displaying their weapons)
5.) ....profit???



Remaining issues:

I know, this does not fix the thing, that a toolbelt should actually be switched as well, with whatever it contains, if this really is so difficult, then better have the solution here than nothing at all.

For those who see this as "bad" because you would need one more click to use a mannequin, be advised that you can use a certain custom client feature to pre-determine which flower option (by name) should be picked, if available, therefore removing the additional click and ignoring this completely.

Also, if this really is so difficult, I got another solution where the custom client guys and JC could work together. :-)
a.) Implement a new box (like a chest) that has the model of a mannequin and space for a full set of cloths/items/tools (9+3+8 = 20, right?!), give it the cost and footprint of a chest, buildable indoors only like a mannequin.
(so you basically have a chest with less slots and different look)
b.) Let the custom client guys figure out some scripting to automatically switch your items with whatever is in there when you open it, like you would assume a mannequin to work.
c.) There could be options in the custom client to adjust how and what should be switched
d.) After opening it and (automatically) switching items, you still have an open container where you can now take/place items like with a normal container to adjust if necessary

Or:
Just as above only without a "new mannequin", implement an additional option in the custom client, that if checked displays a small "switch equip" button next to the bar in the top-left, and that, if a container is opened, and the space permits, switches equip with the first available item for each slot in this container.
Thereby either placing the contents of your toolbelt in the container, or if equipping an empty toolbelt this way, filling it with the first available tools from that container.
Also should be customizable as to which items shall be switched.

Re: Mannequin Belt

PostPosted: Fri Jul 10, 2015 10:35 pm
by TotalyMeow
Clicking on the mannequin currently just switches all the textures. So, as has been said before, a 'simple flower menu' isn't so simple. The mannequin mechanic has to be completely reworked to make any changes to it. Otherwise, we'd have changed this long ago.