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Putting the Sith back in The Sith Lords


Prime

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OK, I've been having some issues with Assassins-turned-Dark Jedi using lightsabers when they become visible. Sometimes even though I tell them equip lightsabers, they still use the normal staffs. I've tried destroying the staff before giving them lightsabers, and that seems to work better, but occasionally they do a few attacks hand to hand before switching to the saber. I assume that since my script is running before the spawn script, that this is causing the problem.

 

Do any of the scripting experts know a way to ensure that they spawn with sabers in hand?

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dude this mod is gonna rock can't wait till it's finished and I agree there aren't enough dark jedi and sith I tend to play pazzak, and swoop race more than fight anyone It would be neet if you could turn those stupid droids on peragus into sith cuz they get old after awhile with an hp 10 or something

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Originally posted by DarthMoeller

Very true. It was a good idea, but wouldn't fit in the "you're the last jedi" storyline.

 

True enough, but as you can see from the pics, I strech the line quite a bit for fun sake. So spawning a few LS meatbags to crush as a warm up is always fun. :D

 

swkotor2c.jpg

 

swkotor2d.jpg

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Originally posted by jedigoku

sith aren't jedi but yeah

But many of them were, as they fought with Reven and Malak and then corrupted. :)

 

Darth Khasei, are you spawning the Jedi on the fly? If so, what are you using to do so? If it is easy, I'm thinking of adding a feature to allow you to spawn dark jedi as desired...

 

EDIT: I looked briefly at the OnSpawn script stuff. Does anyone know if that would be a better way to go in terms of altering the assassins? Right now I am using the OnEnter script and looping through all the creatures looking for assassins. That's fine if the creature is created when the module is loaded.

 

But most assassins appear out of nowhere when you hit a certain trigger. The OnEnter seems to be OK to some extent in this case as well, but I get the impression that it could be a lot cleaner and more functional if the changes were made through the OnSpawn script.

 

Anyone have comments on that, or have experience with this script for NPCs?

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Hey Prime. Yes I spawn enemies on demand just like I did for the mod for Kotor1 via a friendly power menu with a script and uti files for the different meatbags.

 

If you could make it user adjustable that would be sweet. BTW, I made one of the spawners Carth since I enjoy killing him over and over:D

 

PS. Since I went dark I did not get Mira in my party. So, I just made a script where I add her to my party for a short time, anytime I wish. ;)

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Originally posted by Darth Khasei

Hey Prime. Yes I spawn enemies on demand just like I did for the mod for Kotor1 via a friendly power menu with a script and uti files for the different meatbags.

 

If you could make it user adjustable that would be sweet. BTW, I made one of the spawners Carth since I enjoy killing him over and over:D

 

PS. Since I went dark I did not get Mira in my party. So, I just made a script where I add her to my party for a short time, anytime I wish. ;)

Cool. Can you elaborate on this? How did you trigger the script to run (what's a friendly power menu)?
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This suggestion was given to me by Darth333. Get his whereami armband and modify the main() function of d3_getloc.nss (see below). Complie, equip and use the armband, it will spawn the creature you specified.

 

I've been playing with this and for a few creatures, you need to have the UTC file in the override directory. But for most, you don't.

 

code:

void main() {

// replace my_npc with the appropriate template i.e. name of the .utc file of the npc or creature

// you wish to spawn. DO NOT REMOVE THE QUOTES

CreateObject( OBJECT_TYPE_CREATURE, "my_npc", GetLocation(GetFirstPC()));

}

 

Great MOD idea by the way

 

See whereami's readme file for more details.

 

 

IDEA : Instead of changing the properties of the spawned Assassin, could you just do DestroyObject on it followed by a CreateObject for whatever it is you'd like to spawn? Don't have time to try this myself, but it may be worth a shot.

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Originally posted by DarthSilius

This suggestion was given to me by Darth333. Get his whereami armband and modify the main() function of d3_getloc.nss (see below). Complie, equip and use the armband, it will spawn the creature you specified.

 

I've been playing with this and for a few creatures, you need to have the UTC file in the override directory. But for most, you don't.

 

code:

void main() {

// replace my_npc with the appropriate template i.e. name of the .utc file of the npc or creature

// you wish to spawn. DO NOT REMOVE THE QUOTES

CreateObject( OBJECT_TYPE_CREATURE, "my_npc", GetLocation(GetFirstPC()));

}

 

Great MOD idea by the way

 

See whereami's readme file for more details.

OK, I'll have a look at that. I figure it might be another additional way to add extra dark jedi to the game.

 

Originally posted by DarthSilius

IDEA : Instead of changing the properties of the spawned Assassin, could you just do DestroyObject on it followed by a CreateObject for whatever it is you'd like to spawn? Don't have time to try this myself, but it may be worth a shot.

I wondered about this, but I figured that it would cause a host of problems, especially since most assassins are spawned after the level is loaded. I'm not sure how destroying these NPCs would affect things. The system I use now seems to work ok, and is probably less intrusive in terms of causing issues. It would be worth at least trying though...
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Originally posted by Prime

OK, I've been having some issues with Assassins-turned-Dark Jedi using lightsabers when they become visible. Sometimes even though I tell them equip lightsabers, they still use the normal staffs.

 

Do any of the scripting experts know a way to ensure that they spawn with sabers in hand?

 

While not exactly the same thing, this modified OnSpawn event script is what I use to modify the appearance of the Sith Lord/Marauder opponents at the Trayus Academy, the ones who normally have the ultra-lowres commoner look. It has worked fine so far with no misfire incidents.

 

While I make them equip robes, I don't see why it wouldn't work the same to replace weapons, just change the slots checked and equipped.

 

Be careful when you spawn new equipment on creatures though since it will default to being droppable. The player could end up with enough looted lightsabers to equip an army. :)

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Originally posted by stoffe -mkb-

While not exactly the same thing, this modified OnSpawn event script is what I use to modify the appearance of the Sith Lord/Marauder opponents at the Trayus Academy, the ones who normally have the ultra-lowres commoner look. It has worked fine so far with no misfire incidents.

Thanks. That looks pretty straight forward and is pretty much what I expected. It would be easy to run my script from OnSpawn in the same manner as the OnEnter. It provides some more flexibility if nothing else.

 

Originally posted by stoffe -mkb-

While I make them equip robes, I don't see why it wouldn't work the same to replace weapons, just change the slots checked and equipped.

Yep, should be all the same.

 

Originally posted by stoffe -mkb-

Be careful when you spawn new equipment on creatures though since it will default to being droppable. The player could end up with enough looted lightsabers to equip an army. :)

I have that same problem right now. Is there any way around it? Perhaps you could destroy the newly created objects on the death event?

 

Thanks for the tips. :)

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Originally posted by Prime

Cool. Can you elaborate on this? How did you trigger the script to run (what's a friendly power menu)?

 

Hi Prime,

 

Darth Khasei edited spells.2da and added his script reference to a new power. He then added his power through level ups or using KSE. The friendly force powers are those that aren't targeted (like Heal, Knight's Speed, etc). For more info on creating custom force powers and spells.2da editing, see here.

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Originally posted by stoffe -mkb-

Be careful when you spawn new equipment on creatures though since it will default to being droppable. The player could end up with enough looted lightsabers to equip an army. :) [/b]

 

thats no problem all the more sabers you can create when the USM is ready;)

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Originally posted by Prime

I have that same problem right now. Is there any way around it? Perhaps you could destroy the newly created objects on the death event?

 

Since the SetDroppableFlag() function doesn't exist in the KotOR version of NWScript I think that's the best way of doing it, unfortunately. In my case with switching the look of the Sith Lord/Marauders, I've added this at the top of the OnDeath event script they use:

 

if ((GetModuleName() == "905MAL") || (GetModuleName() == "906MAL")) {
	object oRobe = GetItemInSlot(INVENTORY_SLOT_BODY);
	if (GetIsObjectValid(oRobe) && (GetBaseItemType(oRobe) == 35)) {
		DestroyObject(oRobe);
	}
}

 

It works, but has the unfortunate side-effect of stripping their corse down to their underwear as they die, which looks a bit silly. You shouldn't have that problem if you do it for lightsabers instead of robes though.

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Prime,

 

Obviously you are currently focused on the 'hard part' of getting the switch process to work cleanly.

 

I have a suggestion once you are on to the easier part.

 

If you don't feel like it, I'd love to give it a shot if you release NSS.

 

 

Anyway, since variety is a good thing:

 

Have a random chance of the switch (i.e. Assassin / Jedi switch) occurring.

 

You could even put that % chance in the config file.

 

Also, you could give a random chance for what kind of lightsaber: 1, 2 or double.

 

 

A bit more ambitious:

 

Randomly grant offensive force powers.

 

Thanks

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Originally posted by DarthSilius

I have a suggestion once you are on to the easier part.

 

If you don't feel like it, I'd love to give it a shot if you release NSS.

 

 

Anyway, since variety is a good thing:

 

Have a random chance of the switch (i.e. Assassin / Jedi switch) occurring.

 

You could even put that % chance in the config file.

 

Also, you could give a random chance for what kind of lightsaber: 1, 2 or double.

Already in there.
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I have most of the scripts in working order now, although a couple areas are still giving problems. In the caves on Korriban when the player crosses the bridge the assassins don't spawn when my script is used, and I haven't figured out why. Even if I just try to call the original script from a new script it doesn't work.

 

The other problem area is in the Mandalorian camp. The wierd thing here is that most times when the assassins spawn as dark jedi, they don't have their sabers equiped even though I equip it for them. They just try to fight hand to hand. I'm not sure why this is. Does anyone know if it could be related to the fact that many of the Mandalorians are fighting hand to hand? I'd love to hear any theories.

 

If worse comes to worse I'll skip those sections. So right now I've added more dark jedi to Korriban and Malakor. I'm in the middle of looking at where other potential replacements could be. There are whole planets without any Sith, but I really don't want to put Sith where they would be out of place story wise. I'd be interested in any suggestions for possible additional candidates for replacement. Like the Echani warriors are Nar Shaddaa, for instance...

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@Prime

 

Hey Prime, I think that on Dantoonie at the ruined temple would be a good spot for some up by the original entrance from that side thats stuck. "appearing to try to break in" I think that would not be out of place so bad. But what the bloody hell do I know :D That just popped into my head though.

 

Even if you don't get those sections worked out that your having issues with esp the mandalorians you could always do like you said skip em'. I wouldn't complain with just those being skipped myself. ;)

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