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.EXE of KotOR Script Generator


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I found 2 syntax errors that I'll have fixed around 4:00 EST, but if you must know, it's this:

//Generated by jmac7142's KotOR Script Generator 
// Spawn Placeable 

#include "k_inc_debug" 
#include "k_inc_utility" 

void main() 
{ 
   float x = 63.0; 
   float y = 103.0;    float z = 0.0;     // Here it is
   float r = 0.0; 

   vector vPla = Vector(x, y, z); 
   location lPla = Location(vPla, r); 

   object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla); 
}

Just change it to:

//Generated by jmac7142's KotOR Script Generator 
// Spawn Placeable 

#include "k_inc_debug" 
#include "k_inc_utility" 

void main() 
{ 
   float x = 63.0; 
   float y = 103.0;    
   float z = 0.0; 
   float r = 0.0; 

   vector vPla = Vector(x, y, z); 
   location lPla = Location(vPla, r); 

   object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla); 
}

And...

// Script Generated by jmac7142's KotOR Script Generator 
// Offensive Force Power 

#include "k_inc_force" 

void main() 
{ 
   SWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE; 

   object oSource = OBJECT_SELF; 
   object oTarget = GetSpellTargetObject(); 

   effect eBeam = EffectBeam(2026, oSource, 3);
   effect eVFX = EffectVisualEffect(2008);
   effect eSource = EffectVisualEffect(                                       // Here
   effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);

   ApplyEffectToObject(1, eBeam, oTarget, 2.0f);
   ApplyEffectToObject(1, eVFX, oTarget, 3.0f);
   ApplyEffectToObject(1, eSource, oSource, 3.0f);

} 
/* 

The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed 
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program 
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that 

*/

Change it to:

// Script Generated by jmac7142's KotOR Script Generator 
// Offensive Force Power 

#include "k_inc_force" 

void main() 
{ 
   SWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE; 

   object oSource = OBJECT_SELF; 
   object oTarget = GetSpellTargetObject(); 

   effect eBeam = EffectBeam(2026, oSource, 3);
   effect eVFX = EffectVisualEffect(2008);
   effect eSource = EffectVisualEffect(/*VFX in question*/);
   effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);

   ApplyEffectToObject(1, eBeam, oTarget, 2.0f);
   ApplyEffectToObject(1, eVFX, oTarget, 3.0f);
   ApplyEffectToObject(1, eSource, oSource, 3.0f);

} 
/* 

The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed 
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program 
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that 

*/

"VFX in question" being something like "VFX_FNF_SPACE_LASER" or something like that, uncommented of course.

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  • 7 months later...
I realize i'm horrificly, disgustingly, horridly bumping this topic, but I don't get the 'orientation' thing on the SpawnPlaceable item. And when will it spawn? Does it automatically spawn once entering the room via a door or warp?

 

To answer your question the Orientation defines which direction your Object(Placeable, Creature, etc.) is facing.

 

As to when the object will be spawned is completly dependant upon when you have the script triggered such as attaching it to a dialogue or the On-Enter script of an area.

 

An Example might be You want to place a Workbench on the Ebon Hawk.(for either of the games) First you need to locate the On-enter script for the Ebon Hawk(For TSL it is K_003EBO_enter.ncs) rename it to something like "my_EboHwk_Enter.ncs". Then using the above script generator create your placeable object script and name it the name of the original On_Enter script. Then add a execute script function at the end of your new script so it can fire the rest of the On_enter functions.

 

Here is an example there may be syntax errors as I'm not at home to confirm syntax. Please refer to Nwscript.nss for proper syntax of the "ExecuteScript" function.

 

void main()
{
   float x = 63.0; 
   float y = 103.0;    float z = 0.0;     // Here it is
   float r = 0.0; 

   vector vPla = Vector(x, y, z); 
   location lPla = Location(vPla, r); 

   object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla);
   ExecuteScript("my_EboHwk_enter");
}

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  • 2 months later...

I just wanted to let people know that I haven't stopped writing updates for this program. I'm currently finishing up the GUI code for effect application scripts (which should make it easier to navigate). I've also finished the code to generate effect (visual or otherwise) applications and object declarations.

 

In addition to fixing almost all the bugs of the previous version, I'm adding in some new features:

  • Support for more visual effects (different VFX types and an unlimted amount of effects per script)
  • Cutscene scripting
  • Debugging
  • Support for adding custom items to existing or new placeables
  • Effect delays

 

I have no idea when I'll be finished (or ready for beta-testing for that matter), but it should be sometime in the near future ;)

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  • 1 year later...

Awesome! I love this mod! It helps a bundle! I read the readme, but it didn't describe who to give credit to if I made my mod with it.....

 

Who do I give the credit to? What is the username?

 

I am looking forward to more updates! Keep it up!

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Who do I give the credit to? What is the username?
Me.
I am looking forward to more updates! Keep it up!
Dunno. I don't even have the source anymore. Maybe if I have some time this week?

 

***Update***

Started work on a new version.

- Need to finish entering in functions and effects, they're loaded from external files now

- Need to finish UI

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  • 1 month later...

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