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Help on ebon hawk's map


randydg

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Whatever script contains the planet definitions/declarations, theat's where the int variables go, but it probably isn't the script we're talking about. So find where the rest are defined and switch the integer variables in the original scripts from the game's .bif archive. So find that script and change it from somerthing like:

int PLANET_ONDERON = 5;

to something like:

int PLANET_DXUN = 5;

Although you may not have to do that at all, but you'd have to refer to the old planet names who's integer corresponds to the new one's. For example: if the K2 variable for Dxun is 5, and you want it to be for Korriban, you'd either have to refer it to the integer, or type in "PLANET_DXUN" when refering to Korriban. I hope that makes sense :)

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is there no way around all that? because i have custom planets that aren't on the planet_xxx list.

 

isn't there a way to just do like:

 

#include "k_inc_debug" 
#include "k_inc_utility" 

void main() // put this on a new line
{ 
object oItem= GetItemPossessedBy(GetFirstPC(), "orders"); 
object oItem1 = GetItemPossessedBy(GetFirstPC(), "datapad1"); 

if (GetIsObjectValid(oItem)) // don't put a space between "GetIsObjectValid" and (oItem)*
{ 
SetPlanetAvailbe(1,"949cor" , TRUE); 
SetPlanetSelectable(1,"949cor", TRUE); 
PlayRoomAnimation("003EBOq", 1); 
} 
else if (GetIsObjectValid(oItem1)) // *here too
{ 
SetPlanetAvailbe(2,"701kor" , TRUE); 
SetPlanetSelectable(2,"701kor", TRUE); 
PlayRoomAnimation("003EBOq", 2); 
} 

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I think by 949Cor you are refering to a module, so unless that is the name of the planet, it won't work. What I'm saying is that you can either switch the script that determines what module to load when the player exits the Ebon Hawk and refer to the planet you want to load as an integer, or as another planet name. To demonstrate this here is an exerpt from nwscript.nss:

int PLANET_DANTOOINE = 0;
int PLANET_DXUN = 1;
int PLANET_EBON_HAWK = 2;
// there declarations continue for the rest of the planets...

Now you have two choices, either use the integers for each planet, or, refer to each new planet by it's corresponding old planet's name, so if you want the first planet to be Corruscant, you'd either have to refer to it as 0, or as PLANET_DANTOOINE if you don't edit it's constant. The bottom line is if you want to refer to Corruscant as 'PLANET_CORRUSCANT', then you have to change 'int PLANET_DANTOOINE = 0' to 'int PLANET_CORRUSCANT = 0' in nwscript.nss. Then you'd have to edit 'k_sup_galaxymap' to match the new variables and edit what modules load for the new planets.

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