pmp10 Posted March 29, 2005 Share Posted March 29, 2005 Just a quick question to the kotor modding veterans - Is there any way to move placeable objects using scripts? I was trying to get something moved during a cutscene but as far as I can tell placeable objects can?t be moved or applied effects to. The only place something like that happened in game was during training on dantooine but that appears to be some custom dialogue animation/stunt ,probably hardcoded. Thx in advance. Link to comment Share on other sites More sharing options...
Achilles Posted March 29, 2005 Share Posted March 29, 2005 IIRC, this question came up before and one of our veteran script gurus (Darth333, I believe) confirmed that it isn't possible. Something about animations, I think. Link to comment Share on other sites More sharing options...
boinga1 Posted March 29, 2005 Share Posted March 29, 2005 You mean actually have it float, or put it in another place? Judging from the context of your post, I believe you mean the former. If all you want to do is put it somewhere else, I would suggest just spawning it again at the other location and destroying the other. Link to comment Share on other sites More sharing options...
stoffe Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by pmp10 Just a quick question to the kotor modding veterans - Is there any way to move placeable objects using scripts? I was trying to get something moved during a cutscene but as far as I can tell placeable objects can?t be moved or applied effects to. The only place something like that happened in game was during training on dantooine but that appears to be some custom dialogue animation/stunt ,probably hardcoded. Thx in advance. I may not be a modding veteran, but placeables are completely stationary. They can only be moved by deleting the original and spawning a new copy at the desired location, which isn't exactly smooth movement. You can fake movement of a placeable if it's animated to look like it moves though. But it will still stay at the same coordinates in the game even if it looks like it moves. Link to comment Share on other sites More sharing options...
tk102 Posted March 29, 2005 Share Posted March 29, 2005 Achilles recalled IIRC, this question came up before and one of our veteran script gurus (Darth333, I believe) confirmed that it isn't possible. Something about animations, I think. Close. Here Here Link to comment Share on other sites More sharing options...
Darkkender Posted March 29, 2005 Share Posted March 29, 2005 I have a thought that just came to me in this. What if we were to create a appearance.2da entry to look like a placeable. Assign certain common placeables to the different model fields. eg. chest modela, container modelb, hexagonal container modelc, & so on so forth? I'm not sure how well this might work but I could tinker with some appearance entries to test it out. Maybe copy/clone a droid appearance entry. If that were to work then you could affect the placeable with force powers and the sort I would think. Link to comment Share on other sites More sharing options...
tk102 Posted March 29, 2005 Share Posted March 29, 2005 I like this idea. Link to comment Share on other sites More sharing options...
Darkkender Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by tk102 I like this idea. So do I. However if it works then I'm afraid I'll become known as that guy who finds modding loopholes and backdoors. Link to comment Share on other sites More sharing options...
Darth333 Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by Darkkender If that were to work then you could affect the placeable with force powers and the sort I would think. While the method could possibly work for a cutscenes where you would place "false" placeables, using it with force powers is something else: the existing placeables (.utp) would not be affected by that. You would have to spawn new creatures with the appearance of a placeable. Creatures (.utc) use appearance.2da and placeables (.utp) use placeables.2da for their appearance (I think this is how the file is called if I remember correctly as I have been changing the appearance of a few placeables in the tk102 birthday mod). Link to comment Share on other sites More sharing options...
Darkkender Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by Darth333 While the method could possibly work for a cutscenes where you would place "false" placeables, using it with force powers is something else: the existing placeables (.utp) would not be affected by that. You would have to spawn new creatures with the appearance of a placeable. Creatures (.utc) use appearance.2da and placeables (.utp) use placeables.2da for their appearance (I think this is how the file is called if I remember correctly as I have been changing the appearance of a few placeables in the tk102 birthday mod). Well that's just it if you create it as a creature that looks like a placeable. You could have a whole new degree of variety running around in a module. Somebody throws a force wave at a string of seemless canisters to get them out of there way. While the game reads them as creatures the player sees them as objects and it gives it more of that classic star wars feel. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by Darkkender Well that's just it if you create it as a creature that looks like a placeable. You could have a whole new degree of variety running around in a module. Somebody throws a force wave at a string of seemless canisters to get them out of there way. While the game reads them as creatures the player sees them as objects and it gives it more of that classic star wars feel. If the method does work (which would be Uber-kewl).. wouldn't you have to set the "placeables" as hostile? Otherwise the force power wouldn't affect them, right? Or is there some scripting involved to 'detour' that route? Link to comment Share on other sites More sharing options...
Darth333 Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by ChAiNz.2da If the method does work (which would be Uber-kewl).. wouldn't you have to set the "placeables" as hostile? Otherwise the force power wouldn't affect them, right? Or is there some scripting involved to 'detour' that route? Yes, it's possible to make force wave affect non ennemies too but as mentionned above, it would work only on custom creatures disguised as "furniture" and other creatures. But personally, I consider it's a bit overkill to make a new force power just to work with a few "custom creatures disguised as furniture" in a custom module. I try to avoid editing spells.2da files as much as possible as it can be a source of annoying conflicts. and contrary to other mods, making force power mods compatible requires more than simply editing spells.2da:it requires modifying the scripts and recompiling, which can be annoying and intimidating for newbies. Link to comment Share on other sites More sharing options...
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