Change player skin
Quote from Konke on July 2, 2014, 10:03 amIs it possible to change the player skin to one of the coop bots? If so, how? Thanks in advance!
Is it possible to change the player skin to one of the coop bots? If so, how? Thanks in advance!
Quote from Gemarakup on July 2, 2014, 10:32 amNot skin, model. And yes, it's possible, but it requires some kind of script I don't know about and precache of the model.
Not skin, model. And yes, it's possible, but it requires some kind of script I don't know about and precache of the model.
Quote from josepezdj on July 2, 2014, 10:42 amWhat you want is to actually change the model, not its skin. Each model has its own set of textures and you don't want to make Chell to have one of the bot's textures :p
To change the model, you'll need 2 things:
1. The model you want. This is required because the game must precache it before setting it as the player model in your map. Use a prop_dynamic and set the bot that you want as the world model, let's say you want the ballbot. Now grab that prop_dynamic and place it into a small room completely textured in nodraw and put this little room somewhere outside your map.
2. A point_clientcommand. Give it a name, for example "@clientcommand" (without the quotes) and fire the following output to it:
- OnMapSpawn > @clientcommand > setmodel player/ballbot/ballbot (set it to fire once only)
- OnLoadGame > @clientcommand > setmodel player/ballbot/ballbot (don't set it to fire once, just leave the box unchecked)If you want the eggbot, simply use that model instead and these outputs instead:
- OnMapSpawn > @clientcommand > setmodel player/eggbot/eggbot (set it to fire once only)
- OnLoadGame > @clientcommand > setmodel player/eggbot/eggbot (don't set it to fire once, just leave the box unchecked)
What you want is to actually change the model, not its skin. Each model has its own set of textures and you don't want to make Chell to have one of the bot's textures :p
To change the model, you'll need 2 things:
1. The model you want. This is required because the game must precache it before setting it as the player model in your map. Use a prop_dynamic and set the bot that you want as the world model, let's say you want the ballbot. Now grab that prop_dynamic and place it into a small room completely textured in nodraw and put this little room somewhere outside your map.
2. A point_clientcommand. Give it a name, for example "@clientcommand" (without the quotes) and fire the following output to it:
- OnMapSpawn > @clientcommand > setmodel player/ballbot/ballbot (set it to fire once only)
- OnLoadGame > @clientcommand > setmodel player/ballbot/ballbot (don't set it to fire once, just leave the box unchecked)
If you want the eggbot, simply use that model instead and these outputs instead:
- OnMapSpawn > @clientcommand > setmodel player/eggbot/eggbot (set it to fire once only)
- OnLoadGame > @clientcommand > setmodel player/eggbot/eggbot (don't set it to fire once, just leave the box unchecked)
Quote from Konke on July 2, 2014, 4:33 pmYes, you're correct, I ment the model. Thanks for the replies, I'll look into it and let you know when I get it working!
Yes, you're correct, I ment the model. Thanks for the replies, I'll look into it and let you know when I get it working!
Quote from Konke on July 27, 2014, 8:04 am@josepezdj, it works. However I had to figure out the whole solution. It might be obvious but I'm still not at the same level on Hammer as most of you here.
After the point_clientcommand I created a logic_auto with your commands that you displayed, altough I added "Command" for Target Input. Well it works, many thanks!
@josepezdj, it works. However I had to figure out the whole solution. It might be obvious but I'm still not at the same level on Hammer as most of you here.
After the point_clientcommand I created a logic_auto with your commands that you displayed, altough I added "Command" for Target Input. Well it works, many thanks!