Volkser Posted February 21, 2016 Share Posted February 21, 2016 I have come up with an idea to use the teeth model to add prop sockets to all soldiers regardless of the armour they are using. The problem is that I need help in figuring out how to make the game load the modified teeth and override the default teeth. Would anyone here know how to do this? Link to comment Share on other sites More sharing options...
Kvalyr Posted February 21, 2016 Share Posted February 21, 2016 Interesting idea.Teeth get specified in XComGameState_Unit.kAppearance.nmTeeth: BodyPartTemplate = PartManager.FindUberTemplate("Teeth", kAppearance.nmTeeth); ArchetypesToLoad.AddItem(BodyPartTemplate.ArchetypeName); kAppearance is a TAppearance var on the unit class.My experience so far with UE3 seems to suggest that you can't override meshes/textures/archetypes directly by just adding something of the same name to the game assets. I wish you could. Instead, I would guess you'll have to change the nmTeeth property on a soldier (or the template the soldier is created from) to point to your new teeth ArcheType. Link to comment Share on other sites More sharing options...
Volkser Posted February 22, 2016 Author Share Posted February 22, 2016 Well I'm useless at coding and can't find out how to change the nmTeeth property. Link to comment Share on other sites More sharing options...
Kvalyr Posted February 22, 2016 Share Posted February 22, 2016 (edited) Something roughly like this: local XComGameState_Unit Unit; local TSoldier Soldier; // Disposable var // TODO HERE: Fetch Unit. stpre in Unit var. Soldier.kAppearance = Unit.kAppearance; Soldier.kAppearance.nmTeeth = 'DefaultTeeth'; Unit.SetTAppearance(Soldier.kAppearance); Edited February 22, 2016 by Kvalyr Link to comment Share on other sites More sharing options...
Recommended Posts