.cfg problems with playermodel -1 reply

Please wait...

Slusk

Scripter, Mapper

50 XP

7th July 2005

0 Uploads

389 Posts

0 Threads

#1 12 years ago

well this is fairly simple I have and model I want my player to start with so I set up my cfg with the line playermodel knight but when the game starts there is no change the model is the same how can I get it to use my model?

there is a npc file named knight and a model named knight

everything else in the cfg file works but this

here is the file:

devmap lvl1_keep seta g_saberPickuppableDroppedSabers 1 cg_drawcrosshair 0 playermodel knight seta cg_debughealthbars 1 seta g_saber2 "" seta g_saber "curve_sword" seta g_saber_type "single"



Bluestormtrooper

>You

50 XP

14th March 2005

0 Uploads

1,752 Posts

0 Threads

#2 12 years ago

Correct me if im wrong, but i think that just because the .npc file it titles that, doesnt mean that thats the name of the model. Open the .npc up to figure that out. Also, if its for MP the command is not playermodel its just model.




Slusk

Scripter, Mapper

50 XP

7th July 2005

0 Uploads

389 Posts

0 Threads

#3 12 years ago

I am making a SP mod and it is the right command because once the map loads if i type playermodel knight into the console it works but it won't work the minute the map starts




Zach

50 XP

5th July 2005

0 Uploads

3,271 Posts

0 Threads

#4 12 years ago

D'oh. I was going to say that if you wanted an SP mod, then replace kyle's model_default.skin file with the custom models.

Silly me. I haven't played JO:SP in forever. Ooh! Idea! Give your custom model SP support, then go into the MENUS.str file, delete all the entries for the other SP models, and add the entry for your model in. Make sure you have your mod in a different folder, though, you don't want to not be abel to use the custom skins in MP.




Slusk

Scripter, Mapper

50 XP

7th July 2005

0 Uploads

389 Posts

0 Threads

#5 12 years ago

well I don't think that is the case is there a way to exec using a map trigger. or a way to use a command in a map

because like I said once the map loads if I type playermodel knight I change to A knight




Zach

50 XP

5th July 2005

0 Uploads

3,271 Posts

0 Threads

#6 12 years ago

Editing the MENUS.str file, and removing the default player models (jedi_hm, jedi_hf, etc..) and adding your model to it would effectively FORCE the player to use your model.

So why bother using a map trigger when you can make it simple, and force them to use the skin?




Slusk

Scripter, Mapper

50 XP

7th July 2005

0 Uploads

389 Posts

0 Threads

#7 12 years ago

ok, by the editing the MENU.str is only changing the name by removing them it just takes there names out not the whole model out I have tried the befor




Zach

50 XP

5th July 2005

0 Uploads

3,271 Posts

0 Threads

#8 12 years ago

That is true. D'oh! Meh. I guess you could replace the other models with something. Or continue on your other plan.




Slusk

Scripter, Mapper

50 XP

7th July 2005

0 Uploads

389 Posts

0 Threads

#9 12 years ago

ohh well I will try a few things thanks for the help anyways