Det. Bart Lasiter Posted May 10, 2005 Share Posted May 10, 2005 I'd like to announce that I'll have a .exe version of my KotOR Script Generator out sometime this week, the .NET Framework 1.1 may work for it, but if that doesn't work get the .NET Framework 2.0 beta from Microsoft You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express. Link to comment Share on other sites More sharing options...
Jeff Posted May 10, 2005 Share Posted May 10, 2005 Sounds good. I have the first version and this one sounds even better. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 11, 2005 Author Share Posted May 11, 2005 This one has a better GUI as well, not just that orangey menu from SP, it almost functions like Lilac Soul's NWN Script Gen. As before, just pm me ideas for scripts to include! Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted May 11, 2005 Share Posted May 11, 2005 Can't wait for this new version of the Script Generator Link to comment Share on other sites More sharing options...
Keiko Posted May 11, 2005 Share Posted May 11, 2005 Cool:cool: Link to comment Share on other sites More sharing options...
RevanA4 Posted May 13, 2005 Share Posted May 13, 2005 Originally posted by jmac7142 I'd like to announce that I'll have a .exe version of my KotOR Script Generator out sometime this week, the .NET Framework 1.1 may work for it, but if that doesn't work get the .NET Framework 2.0 beta from Microsoft You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express. Â cool I always download the latest .net frame work any way Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 14, 2005 Author Share Posted May 14, 2005 I've finally got the GUI finished and a method to display the script, if I find an easy way, I'll add in "Save as..." dialog. Link to comment Share on other sites More sharing options...
Jeff Posted May 14, 2005 Share Posted May 14, 2005 Sounds great . I can't wait for the finished product. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 14, 2005 Author Share Posted May 14, 2005 This is a beta release of the VC++ version, only the "Generate Offensive FP" and "Save as..." options work, but the GUI is done. Get it here. You'll need the .NET Framework v1.1, just like KT. Link to comment Share on other sites More sharing options...
RevanA4 Posted May 14, 2005 Share Posted May 14, 2005 Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 14, 2005 Author Share Posted May 14, 2005 I've finished coding the rest of the features except "Triggers", as well as fixed small GUI problems. As before, please pm me here to give suggestions for what triggers you'd like to see in the program, as well as report any syntax errors in the nwscript generated. Get it here. Link to comment Share on other sites More sharing options...
Prime Posted May 14, 2005 Share Posted May 14, 2005 This looks very promising... Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted May 14, 2005 Share Posted May 14, 2005 Just gave the new version a try and I have to say this is a godsend for someone like myself  It's no surprise I'm a script-tard® here at the HL forums , but this handy little prog has really helped out!  Thanks for going through the trouble of making something like this  If you're taking suggestions for newer versions or 'updates', could I perhaps put in a request making it so you can choose the directory where the .rtf file goes? My "My Documents" folder tends to get real cluttered.. real fast (housecleaning or 'drive'cleaning rather is not quite my forte') hehehe  Still, given the option of scripting from scratch, or searching through a cluttered folder... I'll take the cluttered folder option  Thanks again! Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 16, 2005 Author Share Posted May 16, 2005 V2.0 will be out this weekend. New features are:  - New GUI  - Will Generate Script with VFX and Damage Potential included in it by request of jedigoku  - Talk-Fight-Talk Sequence Included by Requset of TheGreatXL  - Will Have "Save as..." Dialog Box by Request of Chainz.2da    As before send me a pm or post in this thread for additions, comments, bugs, syntax errors, and suggestions. Link to comment Share on other sites More sharing options...
Mav Posted May 17, 2005 Share Posted May 17, 2005 Great job with the utility thus far, how about adding a couple more scripts  How about...  A script to bring up a merchant (.utm file)  The script to bring up the Workbench and Create/Breakdown bench  if I think of more I'll let you know... good luck Link to comment Share on other sites More sharing options...
Darkkender Posted May 17, 2005 Share Posted May 17, 2005 Other script functions to include would be.  Spawn a creature Load an area Recruit a NPC(I can come up with a good template for you here) Giveitem scripts  Also I haven't used this program yet. But if it doesn't have an auto compiler feature that would be excellent for an addition to it. Also if it isn't an option the ability to add additional scripting commands to a pregenerated script. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 17, 2005 Author Share Posted May 17, 2005 @Maverick187 I'll have those in v2.0 instead, I found a more efficient way to include the damage potential and VFX Â @Darkkender A "Give Item" script is already in the version on PCGM and if you could PM me those other scripts I'll be able to put them into v2.0 Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 21, 2005 Author Share Posted May 21, 2005 I've bit a bit of a snag with the "eDamage" variable, but I'll have a new version out by late tonight or tomowrow. Link to comment Share on other sites More sharing options...
Commas Posted May 21, 2005 Share Posted May 21, 2005 what about a script to spawn a new placeable (like a footlocker) in an area that people can use for adding custom made items (since placeables are not unique in k2)? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted May 24, 2005 Author Share Posted May 24, 2005 V2.0 is now up on PCGM Â 2.0 includes all but 2 or 3 of your requests, but I couldn't load the lucasforums homepage last night, so I couldn't find scripts for merchants, spawn items in containers, and a TFT script, so those aren't scripted, but everything else works, and v2.1 should be out sometime this week with those features included Link to comment Share on other sites More sharing options...
cate_kroft Posted June 4, 2005 Share Posted June 4, 2005 How about a Talk-->Give Item script maker. Â If there is a way to do that with the present version, let me know. (I already know how to change/make the dialog and such but getting them to give the PC an item after/during the conversation is beyond me.) Â Thanks! Link to comment Share on other sites More sharing options...
stoffe Posted June 4, 2005 Share Posted June 4, 2005 Originally posted by cate_kroft How about a Talk-->Give Item script maker. Â There is already a generic "give item" script for use in conversations that come with the game. It is called "a_give_item". Â Put that in a conversation node's "Script#" slot, set the first parameter (P1) to the quantity of the item that should be given (if you want to give more than 1), and set the String Param to the ResRef (filename without .uti suffix) of the item that should be given. Â ( Like this. ) Link to comment Share on other sites More sharing options...
Darth333 Posted June 4, 2005 Share Posted June 4, 2005 Originally posted by cate_kroft How about a Talk-->Give Item script maker. And if it's for Kotor 1, the script is very simple: void main() { //Simply replace g_i_gauntlet006 by the template of your item CreateItemOnObject("g_i_gauntlet006", GetPCSpeaker()); } Then, just compile and attach the script in the script field of one of the .dlg branches Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted July 14, 2005 Author Share Posted July 14, 2005 I literally just uploaded v2.1b to PCGM, I completely re-did the GUI, added more scripts, and a text editor. I haven't included to compiler option yet, but this is only a beta, so that will be in v2.1 or v2.2 Anyways, you can get it here Link to comment Share on other sites More sharing options...
Jeff Posted July 14, 2005 Share Posted July 14, 2005 Great job jmac! Glad to see you're still updating this helpful tool. Link to comment Share on other sites More sharing options...
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