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ParaSait

Joined: 26 June 2007
Posts: 1478
27 August 2007 18:50 (UK time)

OK so I'm making a mod and at a certain point the player touches a sector and he gets another skin(like in Ravagers of Time,where you have to choose your skin in the beginning).So how do I make that?


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


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me_mantis

Joined: 26 September 2003
Posts: 1152
30 August 2007 17:20 (UK time)

Glad to see you are interested in advanced scripting =)

you'd need to have the player select what skin they will get
Store it as either a StaticFlag
Or make a new item that will be used to pick what you turn into.

Then you'd make a script much like the one in barsor.sc (ravagers of time mod)

void Switch()
{
int x, y, hits;
int NewObjectId, OldObjectId;
char PlayerType [32];
OldObjectId = SC_GetPlayerObjectId();

//Gets the Players new type
if(SC_GetItemCount("Wizard Hands";) == 1)
{
strcpy( PlayerType, "Player_Wizard.ob";);
SC_GameMessage("You have W hands!!! ";);
}
else
if(SC_GetItemCount("Knight Hands";) == 1)
{
strcpy( PlayerType, "Player_Knight.ob";);
SC_GameMessage("You have k hands!!! ";);
}
else
if(SC_GetItemCount("Archer Hands";) == 1)
{
strcpy( PlayerType, "Player_Archer.ob";);
SC_GameMessage("You have no hands!!! What the Gritch do yo think yo doing?";);
}
else
{
strcpy( PlayerType, "Peasant.ob";);
SC_GameMessage("You have no hands!!! What the Gritch do yo think yo doing?";);
}
// get player coordinates
SC_GetObjectCoords( SC_GetPlayerObjectId(), &x, &y);
// add new Object object at coordinates
// note that the AI type and side values will be changed when calling SC_SetPlayerObjectId
NewObjectId = SC_AddObject( PlayerType, x, y, 0, AI_ROAMING, 1, "", 0, 0, 0);

// bind the player to the new sheep object (the old player is hidden automatically)
SC_SetPlayerObjectId( NewObjectId);
SC_SetSectorTriggerEnabled(497,1);
SC_GiveItem("Healing Abilities",-1);

hits = SC_GetObjectHits( SC_GetPlayerObjectId());//gets the players hit points

SC_SetObjectHits(OldObjectId, 0);//sets tha hp of the old 1 to 0, killing it, and all clients

SC_SetObjectHits(SC_GetPlayerObjectId(), hits);// resets the hits.(maybe)
}

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