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Old 08-22-2012, 05:25 PM   #35
Fallen Guardian
@Fallen Guardian
Wandering the Galaxy...
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,294
Current Game: XCOM 2
Veteran Modder  Helpful! 
Thanks JC! I tried it out but the clone still won't change his inventory. :/ Did I set it up correctly? (The clone I have spawn has nothing equipped to begin with so I didn't use the clear inventory code.)

void main()

object oClone = GetObjectByTag("dup_pc");

object oPC = GetFirstPC();

ApplyEffectToObject(2, EffectDisguise(GetAppearanceType(oPC)), oClone, 0.0);

int iI;

  for( iI = 0; iI <= 18; iI++ ) {
	if( GetIsObjectValid(GetItemInSlot(iI, oPC)) ){
		AssignCommand(oClone, ActionEquipItem(CreateItemOnObject(GetTag(GetItemInSlot(iI, oPC)), oClone, 1, 1), iI, TRUE));

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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