
Glitcherguy
Joined: Jan 28, 2008
I should really put a clever quote here...
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Posted: Aug 21, 2010 11:20 AM
Msg. 1 of 8
I wonder how I could choose a specific marine and spawn him in game. Like choose face, and hat. Instead of that random spawning they have.
Thanks in advance.
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Aug 21, 2010 01:18 PM
Msg. 2 of 8
im not sure how CE users do it, but if you copy the tag and change all the faces ect from whatever to the one you want that should work. this is in reference swapper i use eschaton 0.8.1
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Aug 21, 2010 09:15 PM
Msg. 3 of 8
meh alright
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teh lag
Joined: May 6, 2008
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Posted: Aug 21, 2010 09:33 PM
Msg. 4 of 8
You can specify the permutation using dialog variant suffixes.
What are dialog variant suffixes? Well, for example: in the default marine biped, Sergeant Johnson's suffix is "-100". The Johnson dialog reference in the biped is specified to use "100" as its suffix and all Johnson-related permutations in the .gbxmodel end with "-100". Then, when you place the biped in Sapien, you can set the "desired permutation" to match the desired suffix. Placing a biped with the desired permutation of 100 will cause it to have Johnson's model and dialog when it is spawned (you will need to re-spawn the biped in Sapien for the change to be visible).
Similarly, other Marine permutations have suffixes - you can look in the .gbxmodel to find out what they are. "-17" represents a marine with a bandanna, so setting "desired permutation" for a marine biped to 17 will cause the marine to have the bandanna head permutation.
You also have the option of using the script function "object_set_permutation", though I imagine it would be easier just to set the desired permutation for the biped.
As for the "forced shader permutation" value in actor_variant tags: to my knowledge this only affects objects with bitmap permutations and not their actual models. For example, it is used to give the stock Elites the appropriate cubemap permutation (blue, red, gold or gray, all of which are contained in one .bitmap file) based on their armor color.
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Glitcherguy
Joined: Jan 28, 2008
I should really put a clever quote here...
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Posted: Aug 23, 2010 10:47 AM
Msg. 5 of 8
That's clever, but that only works for bipeds doesn't it? I would need something that works for encounters :/
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ThetianSoldier
Joined: May 15, 2010
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Posted: Aug 23, 2010 10:50 AM
Msg. 6 of 8
make a new .actor_variant and replace the marine biped with the modified marine biped.
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Glitcherguy
Joined: Jan 28, 2008
I should really put a clever quote here...
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Posted: Aug 23, 2010 11:07 AM
Msg. 7 of 8
I can see where to set the desired permutation in guerilla. I only find that under the biped tag in Sapien. Where is it in guerilla?
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teh lag
Joined: May 6, 2008
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Posted: Aug 23, 2010 01:28 PM
Msg. 8 of 8
Two options for encounters:
1) Place bipeds manually and use the "ai_attach" script command 2) As stated above, force permutations in a biped and reference it in a new actor_variant tag. All you need to do for this is go to the "dialogue variants" section of the biped and set the "variant number" value(s) to be the one(s) you want. Edited by teh lag on Aug 23, 2010 at 01:29 PM
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