GPChannel Posted September 23, 2019 Posted September 23, 2019 Hello there everyonePls can you help me? Working on JKO:Remastered Project,but we stuck a bit.What command(s) need to add to the scripts to change Kyle's model in the start of a level or a cutscene?Hope someone can help us.
GamingPrince83 Posted September 23, 2019 Posted September 23, 2019 I don't know if this will help, but in JKA this is the script used to change into the Hoth winter gear. //Generated by BehavEd rem ( "The beginning of the level." ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WINTER_GEAR", /*@BOOL_TYPES*/ "true" ); //(BHVDREM) set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "HOTH2_OBJ1" ); }
GPChannel Posted September 23, 2019 Author Posted September 23, 2019 But it is jk2 we are talking about. We will give a try. We accept any other ideas too.
Ramikad Posted September 23, 2019 Posted September 23, 2019 You could try SET_PLAYERMODEL <NPC name>, although maybe it only works with Jedi Academy.
GPChannel Posted September 23, 2019 Author Posted September 23, 2019 You could try SET_PLAYERMODEL <NPC name>, although maybe it only works with Jedi Academy. It think its for jk3
AuriusPheonix Posted January 21, 2020 Posted January 21, 2020 On 9/23/2019 at 6:46 AM, GPChannel said: Hello there everyone Pls can you help me? Working on JKO:Remastered Project,but we stuck a bit. What command(s) need to add to the scripts to change Kyle's model in the start of a level or a cutscene? Hope someone can help us. If possible, you could use the old model-switcheroo trick. Change the location of one Kyle in the cutscene and replace him with a secondary one. Should be pretty easy to code in. You can do this multiple times to mimic costume changes. Have him enter a cell, change the model instantly through changing Kyle 1’s location to Kyle 2, and vice verse. With naming commands you can also make sure the correct model is doing the cinematic.
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