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DarthStoney

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Everything posted by DarthStoney

  1. I saw it ,and posted a responese but basically M478EP isn't finished yet,we've had some problems ,first Sharen_Thrawn dissappeared(storywriter and dialogs) and the plot wasn't fully done yet,while waiting/trying to contact him, I got involved in a "little" project (TSLRCM) that kind of tied me up.I've had some personal issues as well,but worst case scenario if I can't finish it(or give up) I will release what's done(what's there is a big improvment over the original).

  2. Not sure really,but I take it you want to do something like the Mandaloians sparring with each other on Dxun in the battle circle?

    Those 2 scripts are k_fighter_ud (used defined)and k_fighter_os (spawnscript)

    this is what they did for the onhearbeat part

     

    int int1 = GetUserDefinedEventNumber();

    if ((int1 == 1001)) {

    if (((GetStandardFaction(OBJECT_SELF) == 22) && (!GetIsInCombat(OBJECT_SELF, 0)))) {

    object oCircleMandalorian = GetObjectByTag("CircleMandalorian", 0);

    object object3 = GetObjectByTag("CircleMandalorian", 1);

    AssignCommand(oCircleMandalorian, ActionAttack(object3, 0));

    AssignCommand(object3, ActionAttack(oCircleMandalorian, 0));

     

    I guess the other thing could be to just set their factions to GIZKA_1 and GIZKA_2 and they'll fight each other also just enable min 1HP so they won't die.

  3. actually Plot makes it un-pickable,un-blastable and un-bashable. just dc100 will make it very hard to pick. really not sure if door/faction makes much difference or what it does exactly.

  4. It's Ktool that's messing it up(drove me nuts also) use kgff and find Plot and set it to 1. you can change the other settings here also but if you open it with ktool again it will set plot back to 0. what I do is set up all the other setting,(dc 100,locked,key required to unlock,etc.) then save it and use kgff to set plot to 1.

  5. I posted a script to try let me know if it works,there could be some other options.

  6. It sounds like it may be possible. It was done kind of like that in k1 so any script like that "should" work.

  7. OK sounds good, I was looking through scripts trying to find something close to what you needed. no luck though.

  8. I think it can,look at the standard check scripts for telling if you have enough computer spikes. You should be able to use that basic script just change it to your item.

  9. Try this,it may be the GetFirsItemInInventory causing the lockup.

     

    void main() {

    object oDestroy = GetItemPossessedBy(GetFirstPC(), "bomablood");

    while( GetIsObjectValid( oDestroy ) ) {

    if( GetTag( oDestroy ) == "bomablood" )

    DestroyObject( oDestroy, 0.00, FALSE, 0.00 );

    oDestroy = GetNextItemInInventory( GetFirstPC() );

    object oItem=CreateItemOnObject( "bomastim", GetFirstPC(),1,0);

    }

    }

  10. well no matter what the PC will be in the module(usually out of site). But what you can do is have the pc walk to point A have a trigger there(also make a wayoint for the return) that loads the new module. Then on the on enter script of the new module, fire the dlg (cutscene)between the 2 participents and when finished load the old module specifing the waypoint I mentioned above.

    If it's a large module the pc should be out of site but the work around would be to use placeable cameras to avoid seeing the PC. the PC will usually stand at the on enter point of the module so if your cutscene is away from it you'll be fine.

  11. Basically this;

    void ActionStartConversation(object oObjectToConverse, string sDialogResRef = "", int bPrivateConversation = FALSE, int nConversationType = CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE, string sNameObjectToIgnore1 = "", string sNameObjectToIgnore2 = "", string sNameObjectToIgnore3 = "", string sNameObjectToIgnore4 = "", string sNameObjectToIgnore5 = "", string sNameObjectToIgnore6 = "", int bUseLeader = FALSE, int nBarkX = -1, int nBarkY = -1, int bDontClearAllActions = 0);

  12. You can't destroy the npc during a convo if it's the npc you started the convo with or it will always end abruptly. What you can do is start the convo with an invisible placeable in the same location as the npc and start the convo with it and you would be able to destroy the npc without it ending. You could try to start convo with the PC

    AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "dlgfile", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));

  13. It's triggered in the generic on spawn script k_def_spawn01.ncs just make a custom one for your particular NPC commenting out

    //PlaceCritterTreasure(OBJECT_SELF, Random(4)-2);

  14. Yeah, I only new about it because I had the same problem with M478 originally. The droids kept dropping unknown stuff. :)

  15. Right click on the actual slot(the little picture of the chest/hand/armband) for standard items,sometimes you'll have to do it for natuaral items as well.

  16. In the .utc file go to "inventory" and on the items the NPC has equiped right click on it and remove the check for droppable.

  17. ok,hopefully one of these days I'll get some time again.

  18. Here's a simple one that adds Kreia but can be used for any party member.

     

    void main() {

    AddAvailableNPCByObject(6, GetObjectByTag("kreia", 0));

    AddPartyMember(6, GetObjectByTag("kreia", 0));

    }

  19. OK,I'll try very soon ,just got a bunch of stuff going on right now.

  20. If you can give them differant "tags" may work and use destroyitem by tag.

  21. Did you add the color crystal to the upcrystals.2da file? Thats the only thing I can think of off hand

  22. Not sure,other than adding to placeables.2da and appearence.2da I haven't messed with them all that much.

  23. I don't believe there is,since upgrading is handled through the workbench stuff.

  24. I'll check it out ,Thanks!

  25. I guess what you could try would be to create a sound event ,which would just play a sound all the time but you can set to only hear it as you walk near the people. A lot of placeables use them so you only hear the "noise" it makes as you get near it. I guess the sound file would go in the Streansounds folder.(you may have to edit a .2da file to add a new sound also)

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