creation kit: create a mannequin
- open the cell you want to work with
- find
XMarkerHeadingin the object window - drag the
XMarkerHeadingto the cell and place it (the arrow is the front of the mannequin)
- next, do a search for
PlayerHouseMannequinin the object window - drag the
PlayerHouseMannequinto the cell and place it.
- with the mannequin selected, go to the toolbar in the creation kit, and click the ‘T’ inside of a cube. this is to create a trigger – once the create trigger window opens, do a search for mannequin and then double click on
MannequinActivateTrig– this will create a box around the mannequin. this will be our player trigger.
- now double click on the mannequin and open the reference window and go to the Linked Ref tab. below keyword, double click on the white space, which will open the Choose Reference window. click on Select Reference in Render Window, the mouse cursor now looks kind of like a bulls-eye – now you want to double click on the
XMarkerHeading. click ok. - now, still in the reference window for the mannequin, go over to the Active Parents tab and put a check in the box for Parent Activate Only. now, double click in the white space below Active Parent Ref and click on Select Reference in Render Window, then double click on the red box surrounding the mannequin.
- now double click on the trigger box opening the reference window and got to the Primitive tab and put a check in the box for Player Activation.
- now double click on the
XMarkerHeadingopening the reference window and go to the Linked Ref tab. below keyword, double click on the white space, which will open the Choose Reference window. click on Select Reference in Render Window, the mouse cursor now looks kind of like a bulls-eye – now you want to double click on the mannequin. - now move your
XMarkerHeadingover the mannequin and your done.
next is to go in game and test out the mannequin.
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