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andargor

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Can someone do the following below for me and then send it to my email minitarbz@direcway.com, because I dont have a clue as to how to compile/decompile these scripts.

 

Thanx

 

 

try this (the forum members are my test monkeys since I don't play , too busy scripting right now!)

 

this should give a permanant dark revan model, but it looks goofy with him running, feet go through cape...

 

the default onheartbeat script

 

k_def_heartbt01

/*

Default heartbeat script

*/

//:: Created By: Preston Watamaniuk

//:: Copyright © 2002 Bioware Corp.

 

#include "k_inc_switch"

#include "k_inc_debug"

 

void main()

 

 

{

 

ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_HEARTBEAT);

 

/*

object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF,1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);

 

if(!GN_GetSpawnInCondition(SW_FLAG_AI_OFF))

{

if(GN_GetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIO

NS) || GN_GetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS_

MOBILE))

{

string sWay = "WP_" + GetTag(OBJECT_SELF) + "_01";

int nSeries = GetLocalNumber(OBJECT_SELF, WALKWAYS_SERIES_NUMBER);

if(!GetIsObjectValid(GetObjectByTag(sWay)) && nSeries <= 0)

{

if(GetCurrentAction(OBJECT_SELF) != ACTION_MOVETOPOINT)

{

if(!GN_GetIsFighting(OBJECT_SELF) && !GetIsObjectValid(oEnemy))

{

GN_PlayAmbientAnimation();

}

}

}

}

}

if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_HEARTBE

AT))

{

SignalEvent(OBJECT_SELF, EventUserDefined(1001));

 

}

*/

 

{

object oPC = GetFirstPC();

ApplyEffectToObject(DURATION_TYPE_PERMANENT,

EffectDisguise(DISGUISE_TYPE_N_DARTHREVAN), oPC);

 

}

}

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