2. Set the tail to the desired tintable creature.
3. Change the creature's OnSpawn script to "zep_tintonspawn"
Alternately, If you are using a custom OnSpawn script simply add these lines:
- Code: Select all
//:://////////////////////////////////////////////
//:: CEP Tintable Creature OnSpawn Script
//:: Created By: 420
//:: Created On: January 21, 2010
//:://////////////////////////////////////////////
/*
This script will set color channels for a creature when it spawns allowing
builders to make tinted creature blueprints in the toolset.
See the "CEP Sample Tinted Creature" blueprint under Tutorial in the Custom
creature palette for an example. Step by step instructions are located in the
blueprint's Comments tab.
*/
int nApp = GetAppearanceType(OBJECT_SELF);
SetCreatureAppearanceType(OBJECT_SELF, 0);
SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, GetLocalInt(OBJECT_SELF, "Hair"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_SKIN, GetLocalInt(OBJECT_SELF, "Skin"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_1, GetLocalInt(OBJECT_SELF, "Tattoo1"));
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_2, GetLocalInt(OBJECT_SELF, "Tattoo2"));
DelayCommand(1.0, SetCreatureAppearanceType(OBJECT_SELF, nApp));
4. Set local int variables for the desired colors and color channels.
Valid Int Names: Hair, Skin, Tattoo1, and Tattoo2
Valid Int Range: 0-175
You can also set the creatures colors when spawning with a trigger. Here an example of a triggers OnEnter script:
(Note: This method overrides any variables set on the blueprint in the toolset.)
- Code: Select all
void main()
{
object oWP = GetWaypointByTag("TintSpawnWP");
object oCreature = CreateObject(OBJECT_TYPE_CREATURE, "zep_sampletint", GetLocation(oWP));
SetLocalInt(oCreature, "Skin", 70);
SetLocalInt(oCreature, "Tattoo1", 88);
}
