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08-22-2012, 11:29 PM
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#41
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Senior Member
Join Date: Feb 2008
Location: Look to your left.
Posts: 1,564
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Quote:
Originally Posted by Fallen Guardian
Anyway, when I execute the script I get the numbers 1,4,7,8 and 10 printed back in the log file.
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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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08-22-2012, 11:50 PM
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#42
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,149
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by JCarter426
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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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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08-23-2012, 12:20 AM
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#43
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Senior Member
Join Date: Feb 2008
Location: Look to your left.
Posts: 1,564
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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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08-23-2012, 01:26 AM
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#44
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,149
Current Game: Fallout: New Vegas
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Okay, will do.
And I see your point about the duplicatehead stuff, I'll change it to your method.
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08-23-2012, 11:26 AM
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#45
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,149
Current Game: Fallout: New Vegas
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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.
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08-23-2012, 11:47 AM
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#46
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Junior Member
Join Date: Jan 2010
Posts: 395
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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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08-24-2012, 05:53 PM
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#47
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,149
Current Game: Fallout: New Vegas
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JC's script already has ActionEquipItem put in there.
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