beel2112 Posted March 10, 2005 Share Posted March 10, 2005 Well, after all the awesome things I've downloaded courtesy of the Big Time modders here I thought I should share. I'm currently working on putting a "Patients' Possessions" container in the Kolto tank room where the game begins. So far I've got it scripted to appear and I've got inventory in it. The script works as thus: Click on the kolto tank and a new line of dialog appears, "Search for possessions". Cheesy, but it works. The inventory consists of a few pazaak cards, a program spike [to avoid having to backtrack for a certain bonus mission], a minor explosive mine [to speed T3 along the way], a Jedi Knight robe, and [Character Name]'s lightsaber. I'm having two issues, however. The first is that the bin doesn't "open" properly. There is no opening animation and the cursor kind of jitters, but it still brings up the inventory screen. I'm wondering if I need to adjust the z variable for placement (is it messed up because the bin is "buried")? The second is the [Character Name] lightsaber. It's not overkill (+2 Energy damage, +1 Defense), it's upgradeable, but there's no COLOR crystal in it. Is there a way to make a custom saber that doesn't require a new crystal (a la the tutorial here? I'd like to be able to swap out color crystals like a normal saber, if possible. Link to comment Share on other sites More sharing options...
RedHawke Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by beel2112 I'm having two issues, however. The first is that the bin doesn't "open" properly. There is no opening animation and the cursor kind of jitters, but it still brings up the inventory screen. I'm wondering if I need to adjust the z variable for placement (is it messed up because the bin is "buried")? Yup, that would cause the placeable not to animate properly, try making it's bottom level with the floor. Also, just curious, do you have the items scripted into the placeable or have the invantory pre-assigned in the .utp file? It is cleaner to script the items in when you run the script to make the placeable, this way you can use the same placeable over and over throughout the game. Originally posted by beel2112 The second is the [Character Name] lightsaber. It's not overkill (+2 Energy damage, +1 Defense), it's upgradeable, but there's no COLOR crystal in it. Is there a way to make a custom saber that doesn't require a new crystal (a la the tutorial here? I'd like to be able to swap out color crystals like a normal saber, if possible. You will have to make a custom color crystal if you want the saber to be upgradeable... there is no way around this. I hope this helps! Link to comment Share on other sites More sharing options...
beel2112 Posted March 10, 2005 Author Share Posted March 10, 2005 Originally posted by RedHawke Yup, that would cause the placeable not to animate properly, try making it's bottom level with the floor. I guess it didn't like my rounding of the z axis off to two sig figs... Also, just curious, do you have the items scripted into the placeable or have the invantory pre-assigned in the .utp file? It is cleaner to script the items in when you run the script to make the placeable, this way you can use the same placeable over and over throughout the game. [/Quote] Cool, I didn't think about that. You're saying I can continue to use the same script, just adjust the coordinates, contents and file name, then add the new script into a dlg file, right? You will have to make a custom color crystal if you want the saber to be upgradeable... there is no way around this. Well, what I did was to rip the "g_w_lghtsbr01" (or whatever) and rename a few things and change it's properties (and the file name). Have I accidently just changed EVERY blue lightsaber in the game, despite changing the file name? I ask because the saber does show up (with [Character name]) and it is upgradeable, but there's a big ol' empty spot where the color crystal should be... I hope this helps! [/b] It most certainly did--thank you! Link to comment Share on other sites More sharing options...
Xcom Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by beel2112 Well, what I did was to rip the "g_w_lghtsbr01" (or whatever) and rename a few things and change it's properties (and the file name). Have I accidently just changed EVERY blue lightsaber in the game, despite changing the file name? I ask because the saber does show up (with [Character name]) and it is upgradeable, but there's a big ol' empty spot where the color crystal should be... Like Hawk mentioned, you also need to create a custom color crystal for your saber. This is how this system works: upgradable lightsabers are basically wrappers around crystals. If you don't make such crystal, the cloned saber will show as upgradable but will have no crystal in it (besides, the game doesn't really appreciates this and likes to crash a lot at his point). There is a tutorial by Achilles somewhere in the sticky threads here that pretty much covers creation of custom upgradable saber from a to z. Alternatively, you can just make a saber that's not upgradable and you won't have to fiddle with crystals. You would need to set UpgradeLevel to 0 in the UTI file and delete many properties from PropertiesList (all that have UpgradeType field in them). Link to comment Share on other sites More sharing options...
RedHawke Posted March 11, 2005 Share Posted March 11, 2005 Originally posted by beel2112 Cool, I didn't think about that. You're saying I can continue to use the same script, just adjust the coordinates, contents and file name, then add the new script into a dlg file, right? To do this in scripting you should refer to this tutorial here. The tutorial I wrote, contains sample spawn item and insert contents scripts that are just what you want to do. Just copy those change the tags around to your items, placeable, etc. and you are good to go! tk102 even accessorized and gave examples of the same scripts that would run only once in that thread. Link to comment Share on other sites More sharing options...
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