Jump to content

Home

Request for an updated Bastilla romance


Master Jimmy

Recommended Posts

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

  • 2 weeks later...

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

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

-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

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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...