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Old 08-22-2012, 11:29 PM   #41
JCarter426
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Quote:
Originally Posted by Fallen Guardian View Post
Anyway, when I execute the script I get the numbers 1,4,7,8 and 10 printed back in the log file.
Well, that's good news. That means it is recognizing which slots are filled. Is there a chance it's not grabbing the clone object correctly? That would be my guess. GetNearestObjectByTag might fix it. You could also try:
Code:
object oClone = CreateObject(whatever, whatever)


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Old 08-22-2012, 11:50 PM   #42
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Quote:
Originally Posted by JCarter426 View Post
Well, that's good news. That means it is recognizing which slots are filled. Is there a chance it's not grabbing the clone object correctly? That would be my guess. GetNearestObjectByTag might fix it. You could also try:
Code:
object oClone = CreateObject(whatever, whatever)
No I don't think it could be that. I spawned the clone with a different script to make sure it had the right gender and class (height). All the variations of the PC that can spawn have the tag "dup_pc". There templates are different but I don't think that'd make much of a difference...

I had it running the duplicateheadappearance function rather than the stuff you gave me to change the appearance and it did change the head to the correct one, but no inventory change. The duplicate has proficiency all as a feat, so that shouldn't be a problem either.


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Old 08-23-2012, 12:20 AM   #43
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Yeah, but sometimes GetObjectByTag just doesn't work. Try something else, can't hurt.

Also, I believe DuplicateHeadAppearance specifically changes the head, not the body. If someone were to, for example, change the clothing model for their player character, the clone would not register this as it would be using a different appearance.2da line for the body. That's why I used a disguise. DuplicateHeadAppearance also only lasts as long as you're in the module, since the game refreshes heads every time it loads a module... though that probably wouldn't be an issue here as you would be deleting the clone after every cutscene anyhow.


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Old 08-23-2012, 01:26 AM   #44
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Okay, will do.

And I see your point about the duplicatehead stuff, I'll change it to your method.


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

Current Work in Progress: Dantooine Tension

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Old 08-23-2012, 11:26 AM   #45
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All right, I tried both CreateObject and GetNearestObject and neither changed the inventory successfully. The numbers still showed up in the log file however.


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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Old 08-23-2012, 11:47 AM   #46
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Looking at my own attempt (from KOTOR2 though);
Code:
DelayCommand(0.3, AssignCommand(GetObjectByTag("203_Luxa", 0), ActionEquipItem(CreateItemOnObject(GetTag(GetObjectByTag("w_blaste_x05")), OBJECT_SELF, 1), INVENTORY_SLOT_RIGHTWEAPON, 1)));
Have you tried adding the "ActionEquipItem"?
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Old 08-24-2012, 05:53 PM   #47
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JC's script already has ActionEquipItem put in there.


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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