LoneFerret Posted November 19, 2005 Share Posted November 19, 2005 Hullo again! Got a question about scripting. I haven't done it in a while (not since Morrowind III Elderscrolls was it?), let's just say it's been a while. I've been checking in the scripting forum, and I still got a few quesitons. What I'm having troubles with which files to edit, where to place them where to get them etc. Downloaded NWNLexicon, very helpfull. So what I'm looking for is just a simple script to which I can play with so as to get the feel of the enviroment. For now I would like just to add a NPC(any character would do) some where, have him walk up to me when I'm within a certain distance from sed character and have him talk to me. I'll fugure out the rest. And post another question if need be. Thanx LoneFerret _____________________________________ 'Human. It's kinda like Sebacean, but we haven't conquered other worlds yet, so we just kick the crap out of each other.' John Crichton Farscape Link to comment Share on other sites More sharing options...
RedHawke Posted November 20, 2005 Share Posted November 20, 2005 Well, you are in luck LF! We have a whole Forum full of sample scripts and tutorials, you can also look at this Forum as well it has some tidbits about scripting and NPC's, I believe what you want to do is in there. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 20, 2005 Author Share Posted November 20, 2005 Cheers mate! This board is so big, it's hard sometimes to narrow things down. I'll check it out LoneFerret __________________________________ Running out of Farscape quotes! Link to comment Share on other sites More sharing options...
LoneFerret Posted November 20, 2005 Author Share Posted November 20, 2005 Ok... this is gonna sound stupid, I try and compile a script using the instructions in the readme for TSL.. HAve te nwscript.nss in the same folder as nwnnsscomp.exe and my own script. run this command-> nwnnsscomp -co test.nss and I get this... 'Star Wars: Knights of the Old Republic' Script Compiler/Decompiler based on 'NeverWinter Nights' Script Compiler/Decompiler Copyright 2002-2003, Edward T. Smith Modified by Hazard (hazard_x@gmx.net) Unable to locate or open Neverwinter Night <------WTF? I know it's based on Neverwinter Night... but.... Can someone tell me what I'm missing??? Thx... LoneFerret _________________________________ I got nothing right now... Link to comment Share on other sites More sharing options...
Darkkender Posted November 20, 2005 Share Posted November 20, 2005 You need to go to Fred Tetra's website and download his version of nwnnsscomp as it is setup to handle both K1 & K2 and has full instructions in the readme. I would also recomend downloading either my NSSEditor or using Fred's script editor in KT. Either way that way you have some more feature enriched methods of scripting. I keep trying to get the time to get back to working on the version 1.1 of NSSEditor as one of the tasks I'm trying to get done is to integrate full fledged compiler capability. Currently you need Freds version of nwnnsscomp available to use it. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 20, 2005 Author Share Posted November 20, 2005 Thank Darkkender.. now I have another problem... I'm trying to compile an nss file and it's giving me a nwscript.nss compile error. I've read the thread on this, the changes are made "object oCreature=OBJECT_SELF" is there... And it's giving me LOTS of errors when it tries to compile the script. This is without the fact that I still don't know where to start.. there seems to be many files to modify,create etc. All I'm trying to do start small... Spwan a character (any character) in front of me. Got the coord. with the whereami armband (great little thing ) But something tells me compiling the nss is not the only thing I have to do, and reading the tutorials in the scripting section of the forum is not helping me much (as you can see, I got one of the tutorial scripts here) void main(){ float x=239.71643f; //Here is where you add the 'whereami' cheat coordinate 1. float y=273.73050f; //Here is where you add the 'whereami' cheat coordinate 2. float z=111.36278f; //Here is where you add the 'whereami' cheat coordinate 3. float r=31.60764f; // This is where you set the orientation of the placeable, set in degrees. vector MyVec = Vector(x,y,z); //line 1 location MyLoc = Location(MyVec, r); //line 2 CreateObject( OBJECT_TYPE_CREATURE, "g_dark_jed01", MyLoc); } So let's say the script is ok (probably ain't but anyway) is there anything else, I have to do. Right now my in game character is on the surface of Telos, I just got Bao Dur in my party. Do I have to mention the planet I'm on? So can anyone help me fill in the gaps, push me in the right direction? I'm sorry to say this question has probably allready been awnsered, but the tuts in the forum right now aren't doing it for me Sorry LoneFerret _____________________________ screw it... Link to comment Share on other sites More sharing options...
LoneFerret Posted November 21, 2005 Author Share Posted November 21, 2005 Is there anybody out there that can help me here on this scripting thing? As I mentionned, I have no problems with the language, it's basically a lower form of C/C++ (more C++) anyways.... it's all the, edit this file, change this and that in kotor tool, file extensions from here to timbuck-too... ahg... i'm going crazy...ROFL I've gone thru almost every tutorial here, still trying to do something simple. Add a character (let's say a tweilek, tweelek) in the area where we first meet Bao Dur... That's it! LOL Another thing, I compile a script using nwssnncomp.exe and this string of errors scrolls up in the cmd window. It still gives me a .ncs... but how can I trust it with all those compile errors? I have the nwscript.nss patched like it says in the thread (before someone asks ) I ain't blaming the tuts on this board, its just.. I don't know, like the star-map. It's seems to be a quest... And between you and me, the DS points are starting to add up... ROFL Thanks... LoneFerret _________________________________ Cmd LoneFerret 108Dragons, Rogue Spear Link to comment Share on other sites More sharing options...
RedHawke Posted November 21, 2005 Share Posted November 21, 2005 LF, You do know you have to have the game run your script somehow, either when a line of dialoge is spoken, a cutscene is run, a pre-existing game script is fired, or when the module loads... this is the first thing you need to do even before making a spawn script, you need a way for the game to run it. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 21, 2005 Author Share Posted November 21, 2005 You do know you have to have the game run your script somehow, either when a line of dialoge is spoken, a cutscene is run, a pre-existing game script is fired, or when the module loads... this is the first thing you need to do even before making a spawn script, you need a way for the game to run it. Thanks RedHawke, I know i need a trigger to fired up the script. I'm following this tut here: http://www.lucasforums.com/showthread.php?t=143536 Correct me if I'm wrong somewhere, please add or remove any steps... I choose the dialog on the Telos surface when we first meet Bao Dur. Which I found with KTool here: ERFs/Modules/231TEL_dlg.erf/2/231sntry.dlg So I open it up and type in the "Script to run this node" field the name of my script. Which is the one used in the tut above. Right? Ok, now I get the footlocker, remove any scripts attached to it using KTool, change templateresref/resref rename it footlocker99 and save the file as footlocker99.utp Compile script and this happens: I've made the changes in the nwscript.nss posted on http://www.lucasforums.com/showthread.php?t=146472 So can anyone, tell me what I'm missing? Doing wrong? Forgetting? Thanks... LoneFerret __________________________________ Picked the wrong week to quite coffee... Link to comment Share on other sites More sharing options...
LoneFerret Posted November 21, 2005 Author Share Posted November 21, 2005 hmmm.. for some reason, I can't edit my post. It crashs my IE .... Link to comment Share on other sites More sharing options...
RedHawke Posted November 22, 2005 Share Posted November 22, 2005 Looks to me your compile errors are coming from nwscript.nss itself and not your script you made... looks to me like you need to fix the nwscript.nss file. Also you cannot use KotOR Tool's dialogue editor on TSL dialogues, you need to use tk102's Dialogue editor available on the tools page on StarWarsKnights page. TSL's dialogue files have fields that KT cannot handle yet. Link to comment Share on other sites More sharing options...
Emperor Devon Posted November 22, 2005 Share Posted November 22, 2005 To add onto what RedHawke said, you can't use KOTOR tool's dialogue editor for either game. Link to comment Share on other sites More sharing options...
RedHawke Posted November 22, 2005 Share Posted November 22, 2005 To add onto what RedHawke said, you can't use KOTOR tool's dialogue editor for either game. KT's dialogue editor works fine in KOTOR I... just not in TSL. Link to comment Share on other sites More sharing options...
Emperor Devon Posted November 22, 2005 Share Posted November 22, 2005 Really? I tried editing some dialogue with it once, and it screwed up. Link to comment Share on other sites More sharing options...
stoffe Posted November 22, 2005 Share Posted November 22, 2005 Compile script and this happens: Make sure you don't have any line that looks like... #include "nwscript" ...in your script, or compile errors like the above will happen. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 22, 2005 Author Share Posted November 22, 2005 Hello there, Thanks for all replies.. stoffe -mkb-: I don't have an #include in the top of my script. I'm using an example from RedHawke's thread on how to spawn object, creatures and placables. Emperor Devon & RedHawke: Thanks, thought I saw somewhere that I could, I'll check into getting the proper utility. Looks to me your compile errors are coming from nwscript.nss itself and not your script you made... looks to me like you need to fix the nwscript.nss file. Well I know that! LOL Seriously, I got the nwscript.nss from this forum, it has the fix mentionned on the thread.. near line 5710 etc. Wanted to know if anyone else had errors like this... Are there any known scripting errors in this file? Thanks, LoneFerret ________________________________ ..and maybe someday, I'll script for TSL too... Link to comment Share on other sites More sharing options...
beancounter Posted November 22, 2005 Share Posted November 22, 2005 Ferret, Make sure of the following: 1. save nwnnsscomp.exe in the SWKOTOR2 override directory 2. save nwscript.nss in the SWKOTOR2 override directory 3. goto the command prompt and switch directories to swkotor2/override 4. use the command nwnnsscomp -c -g 2 test.nss That should compile fine. The only time I have seen the errors where it can looks for a Neverwinter Knights path is when KOTOR is not installed on your machine. BTW, I have never fooled with changing the nwscript.nss and I have compiled tons of scripts using the above steps. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 22, 2005 Author Share Posted November 22, 2005 Thanks beancounter, I'll try that.. Stupid question, but I only have KOTOR2 installed on my comp. I don't need KOTOR1... right? I'm turning red just asking, but with all the little problems i've been getting try to do this... well, better ask LoneFerret p.s: it's been a while since someone called me "ferret", my old Rogue Spear clan used to call me that... LOL ah.. the memories.... Link to comment Share on other sites More sharing options...
Darth InSidious Posted November 22, 2005 Share Posted November 22, 2005 For compiling, you can also use KT's Project Manager (dunno if you've already been told this - I use it for compiling cuz command prompt programmes don't like XP ) Link to comment Share on other sites More sharing options...
LoneFerret Posted November 22, 2005 Author Share Posted November 22, 2005 Thx to all, I seem to be able to compile a script now. But I noticed something, wanted some input. When I compile a script from the command line like this: -> nwnnsscomp -c -g 2 *.nss If the nwsript.nss is in the same folder, I get several 100 errors. If nwscript.nss is not there, all is well. I read somewhere that I need nwsript.nss in order to script for TSL. When exactly do I need the nscript.nss and do I need to compile this file with my script? Thanks again, and some day I'll stop asking question.. LoneFerret Link to comment Share on other sites More sharing options...
beancounter Posted November 23, 2005 Share Posted November 23, 2005 Using the command *.nss will compile all the scripts in the directory - including nwscript.nss. It is much better to compile only the file that you want to compile, especially in the begining when you are trying to get the hang of things. You should give the exact program name in the compile command. You do not need to compile nwscript.nss to execute your program. Link to comment Share on other sites More sharing options...
LoneFerret Posted November 23, 2005 Author Share Posted November 23, 2005 OMG.. Thx to all, well it works now. Having fun spawing stuff in different ways to see how it all works together... Even spawn a droid using an armband, then with the dialog ed. Thank you for all your help, it shall not be forgotten.. and will probably be needed sometime in the near futur... LoneFerret p.s Can someone send me some saved games from various spots in the game? i kinda deleted mine.. Link to comment Share on other sites More sharing options...
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