Re: Clarification on modifying Kyle for single play


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Posted by CogKing on March 13, 1998 at 13:14:51:

In Reply to: Re: Clarification on modifying Kyle for single play posted by EV on March 13, 1998 at 04:52:06:

> > I think what I asked about was unclear before...lemme see if I can make it clearer this time (gotta stop posting when I been awake for 22 hours hehe)
> > Ok. In single player, I do NOT want to see 'kyle'. I want kyle to look like, oh..for arguments sake, lets say I want him to look like the Sariss skin from multiplayer
> > Does this involve just extracting the .mat's for Sariss and renaming em to kyles .mats then putting them in my project directory, or do I actually have to have a new(copied) .3do for this to work?
> > how about if I want to turn him into a modified version of the Mandalor skin?
> > Bear in mind..this is for single player in JK.
> > and could someone tell me..
> > What are ALL the flags that I MUST set to start the player in a level with:
> > 1) the bryar pistol.
> > 2) 200 shields
> > 3) 4 bacta tanks
> > 4) FULL power bar for light
> > 5) 300 rounds for the bryar pistol
> > and FINALLY...
> > *****6) the blasted Bryar pistol IN HAND and ready to fire.

> First, you make a directory in JK/Resource that is called 3do and copy sariss.3do into it. Rename that as ky.3do.

Why not simply copy your master.tpl in your project directory and create a
new walkplayer like this :

walkplayerSA walkplayer model3d=sariss.3do

and place walkplayerSA as the player start ?

> Your next questions(1-5) you will need to edit a cog. First, get the cogspec's bin list. Useing the cog command (correct me if this is wrong) SetInv(), you should be able to do those things.
> And your last question you can look at the cog from level 1 or you can cheat and put a bryar pistol underneath the player start. I think that will do it.
> EV

Yep, correct. You can give anything in the player's endlevel cog.
Alternatively you could edit kyle.cog where default inventory is given.
The verbs you want to use are indeed SetInv(player, aBinNumber, aValue);
but maybe also -- for more complex things -- GetInv(player, aBinNumber) and
ChangeInv(player, aBinNumber, aValue);

As for mounting the bryar just look at the first level's endlevel cog.

-CogKing


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