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trying to equip a creature via a trigger


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#1
gordonbrown82

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UT_AddItemToInventory(R"gen_im_arm_cht_lgt_ltr.uti", 1, GetObjectByTag("acolyte_dar"));
UT_AddItemToInventory(R"gen_im_arm_cht_lgt_ltr.uti", 1, GetObjectByTag("acolyte_dar"));
EquipItem(GetObjectByTag("acolyte_dar"), GetObjectByTag("gen_im_wep_mel_lsw_lsw"), 0 );
EquipItem(GetObjectByTag("acolyte_dar"), GetObjectByTag("gen_im_arm_cht_lgt_ltr"), 4);

this code makes acolyte_dar go naked. if i have GetHero() instead of GetObjectByTag("acolyte_dar") it equips my hero.

#2
Proleric

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You can make the code more robust by explicitly referring to the item you just created:
object oNPC = GetObjectByTag("acolyte_dar");
object oWeapon = UT_AddItemToInventory(R"gen_im_wep_mel_lsw_lsw.uti", 1, oNPC);
object oArmour = UT_AddItemToInventory(R"gen_im_arm_cht_lgt_ltr.uti", 1, oNPC);
EquipItem(oNPC, oArmour, INVENTORY_SLOT_CHEST );
EquipItem(oNPC, oWeapon, INVENTORY_SLOT_MAIN );
Your original code was creating two sets of armour - I've changed that.

I've also used the INVENTORY_SLOT constants, to make the code easier to read.

Modifié par Proleric1, 27 août 2010 - 08:14 .


#3
gordonbrown82

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i don't understand why that code works while mine doesn't (the double set of armors is a typo and the code in the toolset creates a sword).

#4
gordonbrown82

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maybe it's the lack of explicit referral like you said.