cjt0202 Posted April 25, 2006 Share Posted April 25, 2006 k_ebn_bast1.nss void main() { object oK_ROMANCE_PC = GetWaypointByTag("K_ROMANCE_PC"); object oK_ROMANCE_BASTILA = GetWaypointByTag("K_ROMANCE_BASTILA"); object oPC = GetFirstPC(); object oBastila = GetObjectByTag("bastila", 0); ActionPauseConversation(); AssignCommand(oPC, JumpToObject(oK_ROMANCE_PC, 0)); AssignCommand(oBastila, JumpToObject(oK_ROMANCE_BASTILA, 0)); ActionWait(1.0); ActionResumeConversation(); } k_ebn_bast2.nss void main() { object oK_ROMANCE_PC = GetWaypointByTag("K_ROMANCE_PC"); object oK_ROMANCE_BASTILA = GetWaypointByTag("K_ROMANCE_BASTILA"); object oPC = GetFirstPC(); object oBastila = GetObjectByTag("bastila", 0); DelayCommand(2.0, AssignCommand(oBastila, ClearAllActions())); ActionPauseConversation(); AssignCommand(oBastila, ActionMoveToObject(oK_ROMANCE_BASTILA, 0, 1.0)); AssignCommand(oPC, ActionMoveToObject(oK_ROMANCE_PC, 0, 1.0)); DelayCommand(2.1, ActionResumeConversation()); } Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 25, 2006 Share Posted April 25, 2006 Thank you cjt0202! That will help out a lot. Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 25, 2006 Share Posted April 25, 2006 Thank you cjt0202! That will help out a lot. Link to comment Share on other sites More sharing options...
darthmaster50 Posted April 25, 2006 Share Posted April 25, 2006 Thank you cjt0202! That will help out a lot. Need I say more? Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 25, 2006 Author Share Posted April 25, 2006 Well its good to see ppl working together, I'd help but then again I'd have no idea what I would be doing sorry Link to comment Share on other sites More sharing options...
Reclaimer Posted April 25, 2006 Share Posted April 25, 2006 Just got to playing with the codes, and I got them to walk up to each other, but the animation timing was off. Oh well, I get back to it soon. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 26, 2006 Author Share Posted April 26, 2006 I gave LiquidZoo the savegame he needs so he's working on it now Link to comment Share on other sites More sharing options...
LiquidZoo Posted May 9, 2006 Share Posted May 9, 2006 I haven't forgotten about all of you, don't worry. Just having a bit of trouble with the scripting and camera angles. I don't suppose anyone knows how to set the camera to Camera 0, Angle 2 using scripting, do they? That would make it so that I don't have to alter the entire dialog file for Bastila in order to get the camera the way I need it to be. Edit Or, conversely, does anyone know how to launch another dialog from a dialog or script, then return to the original dialog at a certain point? Link to comment Share on other sites More sharing options...
LiquidZoo Posted May 10, 2006 Share Posted May 10, 2006 Ok, this is strange... KT says the camera I'm looking for is Camera ID 0, Angle 2, but DLGEditor says it's Camera ID -1, Angle 2... I'm confused about which camera I actually need, and how to switch to it in a script, rather than modifying the entire dialog tree (something I'd rather not do) for 1, maybe 2 entries. Link to comment Share on other sites More sharing options...
cjt0202 Posted May 10, 2006 Share Posted May 10, 2006 -1 tells the game use whatever camera it wants. KT's editor doesn't have -1 in the Camera ID widget, but it's probably using 0 to mean the same thing. Either way, it's isn't a particular camera, just a default setting. If you do need to force it to use a specific camera through a script, there's SetDialogPlaceableCamera. You can't specify the angle from a script though. It'll work for one line of dialog, but unless you're attaching a script to every line in there, you might as well use the CameraID/CameraAngle fields. I found this thread helpful when I was fighting with cameras. Link to comment Share on other sites More sharing options...
LiquidZoo Posted May 11, 2006 Share Posted May 11, 2006 hmm... Went through all 6 cameras listed in the git file (according to KT, anyway), and none of them are the camera I want. Still looking for other options now, though. It may be possible to script my way into using one of the locations that is used, unless I can somehow create my own camera for that module (m12aa.git - same git file for all of the Ebon Hawk modules) Link to comment Share on other sites More sharing options...
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