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ForumsCog Forum → Force Powers
Force Powers
2001-03-20, 6:30 AM #1
What cog do I use to set what force powers you have when you start a new level?



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"Everyone dies..."
-Fett
"Everyone dies..."
-Fett
2001-03-20, 7:57 AM #2
Kyle.cog. Specifically, init_kyle and init_multi_kyle. Add these lines to init_kyle to add force powers to SP:

SetInv(player, 21, 4);
SetInvAvailable(player, 21, 1);

Replace 21 with the bin # of the power you want.

Hope that helps. [http://forums.massassi.net/html/wink.gif]

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Yub-Yub, Commander.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-03-20, 8:30 AM #3
Yes that helps but how do you know what bin # is wich force power?



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"Everyone dies..."
-Fett
"Everyone dies..."
-Fett
2001-03-20, 9:00 AM #4
I believe they're in the COG bins part of the Specs.


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"Dead Reckoning and now Dead Reckoning 2"
Dead Reckoning
2001-03-22, 4:38 AM #5
Or better than that, open up the items.dat.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-03-22, 12:37 PM #6
I'll do you one better yet. Read the handy dandy little tutorial I wrote for Massassi on how to add force powers to sp levels.

It covers where to do it (I prefer doing it in the startup cog) what lines of code to use, and ALL the force power bin numbers for JK and MotS.

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"Sometimes nothing can be a real cool hand."
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