Custom character pawn class

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Deeival

FNG / Fresh Meat
Sep 4, 2006
674
1
0
I got some trouble creating just that. Here is the code:
Code:
class GermanCC_Commander extends ROGETankCommanderH;
...
RolePawnClass="ROStuffDeeival.DeeivalPawn"
...

Code:
class DeeivalPawn extends ROPawn;

#exec OBJ LOAD FILE=..\textures\CharactersCustom.utx

defaultproperties
{
	Mesh=SkeletalMesh'Characters_anm.ger_rifleman_tunic'
	Skins(0)=Texture'Characters_tex.ger_uniforms.ger_rifleman_tunic'
 	[b]Skins(1)=Texture'CharactersCustom.ger_heads.ger_face01' [/b]
}

The log does not show anything wrong, but ingame the units falls back to the tanker uniforms instead of the rifleman ones. The custom face is not used either and I have not idea why.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
I got some trouble creating just that. Here is the code:
Code:
class GermanCC_Commander extends ROGETankCommanderH;
...
RolePawnClass="ROStuffDeeival.DeeivalPawn"
...
Code:
class DeeivalPawn extends ROPawn;

#exec OBJ LOAD FILE=..\textures\CharactersCustom.utx

defaultproperties
{
    Mesh=SkeletalMesh'Characters_anm.ger_rifleman_tunic'
    Skins(0)=Texture'Characters_tex.ger_uniforms.ger_rifleman_tunic'
     [B]Skins(1)=Texture'CharactersCustom.ger_heads.ger_face01' [/B]
}
The log does not show anything wrong, but ingame the units falls back to the tanker uniforms instead of the rifleman ones. The custom face is not used either and I have not idea why.


the pawn skins are only fallback values set by other function (species stuff iirc), there are threads here in the coding section that show how to do it.