randydg Posted May 17, 2005 Share Posted May 17, 2005 Can anyone decompile & translate a ncs file for me please? It's a_end.ncs and its in 852nih file. I'm not sure this is the one i need. im looking for the one that triggers the end of 852nih to the taking off movie to malachor. i'm wanting to change it where instead of playing the movie it takes you to the ebon hawk. then i can just add in all the stuff i already have. Link to comment Share on other sites More sharing options...
stoffe Posted May 17, 2005 Share Posted May 17, 2005 Originally posted by randydg Can anyone decompile & translate a ncs file for me please? It's a_end.ncs and its in 852nih file. I'm not sure this is the one i need. im looking for the one that triggers the end of 852nih to the taking off movie to malachor. i'm wanting to change it where instead of playing the movie it takes you to the ebon hawk. then i can just add in all the stuff i already have. // ST: a_end.nss (852NIH_s.rim) #include "k_inc_generic" void main() { int nParam = GetScriptParameter(1); object oDarth = GetObjectByTag("DarthNihilus"); object oExile = GetFirstPC(); object oVisas = GetObjectByTag("VisasMarr"); object oCandy = GetObjectByTag("Mand"); object oEnd = GetObjectByTag("End"); switch (nParam) { case 0: AurPostString("Starting End Ravager.", 5, 5, 5.0); SetGlobalFadeIn(0.4, 2.0); DelayCommand(1.0, SetLightsaberPowered(oDarth, TRUE, FALSE, TRUE)); DelayCommand(1.4, SetLightsaberPowered(oExile, TRUE, FALSE, TRUE)); DelayCommand(1.6, SetLightsaberPowered(oVisas, TRUE, FALSE, TRUE)); AssignCommand(oExile, ActionJumpToObject(GetObjectByTag("wp_pc_end"))); AssignCommand(oVisas, ActionJumpToObject(GetObjectByTag("wp_pc"))); AssignCommand(oCandy, ActionJumpToObject(GetObjectByTag("wp_mand_end"))); AssignCommand(oDarth, ActionJumpToObject(GetObjectByTag("wp_nihilus_dead"))); SetMinOneHP(oDarth, FALSE); AssignCommand(oVisas, SetFacing(180.0)); AssignCommand(oDarth, SetFacing(0.0)); AssignCommand(oEnd, DelayCommand(1.1, AssignCommand(oDarth, ActionPlayAnimation( ANIMATION_LOOPING_DEAD, 1.0, -1.0 )))); SetLockOrientationInDialog(oDarth, TRUE); SetLockOrientationInDialog(oVisas, TRUE); break; case 1: AurPostString("End Node Hit.", 5, 5, 5.0); SetLockOrientationInDialog(oVisas, FALSE); break; case 2: AssignCommand(oVisas, ActionMoveToObject(GetObjectByTag("wp_nihilus_dead"))); break; case 3: AssignCommand(oVisas, ActionMoveToObject(GetObjectByTag("wp_visas_end2"))); AssignCommand(oCandy, ClearAllActions()); AssignCommand(oCandy, ActionMoveToObject(GetObjectByTag("wp_mand_end2"))); AssignCommand(oExile, ActionMoveToObject(GetObjectByTag("wp_pc_end2"))); break; case 4: { SoundObjectPlay(GetObjectByTag("NihilusZapped")); object oZap = CreateObject( OBJECT_TYPE_PLACEABLE, "sithritual001", GetLocation(GetObjectByTag("wp_nihilus_dead")) ); DelayCommand(3.0, DestroyObject(oZap)); DestroyObject(oDarth); } break; case 5: AssignCommand(oVisas, ActionPlayAnimation( ANIMATION_LOOPING_CHECK_BODY, 1.0, 200.0 )); break; case 6: AssignCommand(oVisas, ClearAllActions()); AssignCommand(oVisas, ActionPlayAnimation( ANIMATION_LOOPING_READY, 1.0, 1.0 )); AssignCommand(oVisas, ActionDoCommand(SetFacing(0.0))); break; case 7: AssignCommand(oVisas, ActionMoveToObject(GetObjectByTag("wp_visas_end1"))); break; } } Link to comment Share on other sites More sharing options...
T7nowhere Posted May 17, 2005 Share Posted May 17, 2005 Hey stoffe, are the case: break; used to section up the script to be fired from a dialog. So that they can add everything a paticular scene may need and then just add it all into one script waiting to be fired based on what the param1 number is. If it works like that I think I'll have to try that out soon it seems easyer to have one script then having half a dozen. Oh, btw how do you decode the scripts like that, the best I can do is pick out the the functions that are in english. Which apps do you use or can you see the Matrix Link to comment Share on other sites More sharing options...
randydg Posted May 17, 2005 Author Share Posted May 17, 2005 Hmm i guess that was the wrong one. i don't see anything there that takes the player back to telos. **EDIT** i did some looking around and i found out that after killing him you have to run back through the ship and go to the escape route. its a_escape_851 in 851nih. I am soo sorry that i gave you the wrong script i would feel bad asking you do to this one. so don't have to. Link to comment Share on other sites More sharing options...
stoffe Posted May 17, 2005 Share Posted May 17, 2005 Originally posted by randydg i did some looking around and i found out that after killing him you have to run back through the ship and go to the escape route. its a_escape_851 in 851nih. // ST: a_escape_851.nss (851NIH_s.rim) void main() { SetGlobalFadeOut(); SetSoloMode(FALSE); SetPartyLeader(NPC_PLAYER); PlayMovie("MalMov05"); if (GetGlobalNumber("101PER_Revan_End") == 1) { QueueMovie("TelMov02"); QueueMovie("HypMov01"); QueueMovie("MalMov07"); QueueMovie("MalMov08"); PlayMovieQueue(); SetGlobalNumber("907MAL_CUTSCENE", 2); StartNewModule("907MAL"); } else { StartNewModule("205TEL"); } } Link to comment Share on other sites More sharing options...
stoffe Posted May 17, 2005 Share Posted May 17, 2005 Originally posted by T7nowhere Hey stoffe, are the case: break; used to section up the script to be fired from a dialog. So that they can add everything a paticular scene may need and then just add it all into one script waiting to be fired based on what the param1 number is. If it works like that I think I'll have to try that out soon it seems easyer to have one script then having half a dozen. Yes, they usually group together all scripted events belonging to a particular cutscene or sequence in one script and then use script parameters set on the dialog nodes to fire different parts of that script. Reduces the number of small scripts quite a bit, and keeps things that belong together in the same place. Originally posted by T7nowhere Oh, btw how do you decode the scripts like that, the best I can do is pick out the the functions that are in english. Which apps do you use or can you see the Matrix I just read the decompiled byte code and re-write a script from that which, when compiled, produce an exact match with the original script when run through a compare utility. So I guess that means I can see the Matrix, though I'm a very slow reader. Link to comment Share on other sites More sharing options...
randydg Posted May 17, 2005 Author Share Posted May 17, 2005 can i buy you to be my personal decompiler? :P Link to comment Share on other sites More sharing options...
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