I want to effect the change from human to doppelganger by script. I am using ArtEChokes model out of pains pack.
Where do I find the descriptor for changing the appearance? Is it the first column of the 2da?
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = GetObjectByTag("2013_cs_reb_dop");
SetCreatureAppearanceType(oTarget, APPEARANCE_TYPE_**);
}
Second best would be to despawn the human and spawn in a doppelganger but that would less smooth?
Thanks in advance for your help.
Cheers,
Peter
Changing appearance
Débuté par
PJ156
, janv. 22 2012 10:38
#1
Posté 22 janvier 2012 - 10:38
#2
Posté 22 janvier 2012 - 11:13
Yes. It is the number row for the doppleganger appearance in the .2da.
#3
Posté 22 janvier 2012 - 11:14
try just using the row # ( Appearance.2da ) as an int, like
SetCreatureAppearanceType(oTarget, 1302); //DoppelgangerBG
#4
Posté 22 janvier 2012 - 11:15
Matt ... the ninja ...
#5
Posté 22 janvier 2012 - 11:23
I just looked at the 2da and I believe the line number is 1302.
#6
Posté 22 janvier 2012 - 11:26
Aha... you ninja'd me right back!
#7
Posté 22 janvier 2012 - 11:30
Thanks guys I will try that.
PJ
PJ
#8
Posté 23 janvier 2012 - 03:26
You can also use the constants defined in my CSL system
Appearance Constants
It's a separate file which i update when i update the monster pack - which connects the two. Note that it only has the actually viable appearance constants unlike what you get in the official version, which tends to be quite confusing.
Appearance Constants
It's a separate file which i update when i update the monster pack - which connects the two. Note that it only has the actually viable appearance constants unlike what you get in the official version, which tends to be quite confusing.
#9
Posté 23 janvier 2012 - 07:25
Thanks Pain' that's an incredibly useful resource.
PJ
PJ
#10
Posté 23 janvier 2012 - 07:47
Edit the 2da needed and inspire yourself from the werewolf of the OC.





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