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OpenJO modding-->change Kyle's model for missions/cutscenes


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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" );
}


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  • 3 months later...
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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