Vox Kalam Posted February 10, 2007 Share Posted February 10, 2007 Two years, and I still suck at modding... How does one cause an NPC to appear stunned (and stay that way) as soon as they're spawned? Link to comment Share on other sites More sharing options...
stoffe Posted February 11, 2007 Share Posted February 11, 2007 Two years, and I still suck at modding... How does one cause an NPC to appear stunned (and stay that way) as soon as they're spawned? Do you spawn the NPC from a script? In that case you can apply a Stun effect to it right after you've spawned it, for example: void main() { [color=PaleGreen]// ST: coordinates to spawn the NPC at...[/color] location lLoc = Location(Vector(0.0, 0.0, 0.0), 0.0); [color=PaleGreen]// ST: Spawn an NPC from TemplateName.utc at above location.[/color] object oNPC = CreateObject(OBJECT_TYPE_CREATURE, "TemplateName", lLoc); [color=PaleGreen]// ST: Stun the just spawned NPC.[/color] DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectCutSceneStunned(), oNPC)); } Link to comment Share on other sites More sharing options...
Vox Kalam Posted February 11, 2007 Author Share Posted February 11, 2007 What if I spawned it using the module editor? Can I add the third line to the .utc's OnSpawn script? Link to comment Share on other sites More sharing options...
stoffe Posted February 11, 2007 Share Posted February 11, 2007 What if I spawned it using the module editor? Can I add the third line to the .utc's OnSpawn script? It should work if you add the last line from the above script to the OnSpawn, and substitute oNPC with OBJECT_SELF on that line. Just keep in mind that you should make a copy of the OnSpawn script and not edit the standard k_def_spawn01 script, or every NPC in the game will end up stunned. Link to comment Share on other sites More sharing options...
Vox Kalam Posted February 11, 2007 Author Share Posted February 11, 2007 Agh! I tried doing that, but I can't see if it worked. I saved the changes I made to the .MOD file last night, and opened it again today with the module editor, but when I try to build the mod file, it gives me an error message. Something about object reference not set to instance of object...or something like that... What did I do? Link to comment Share on other sites More sharing options...
Pavlos Posted February 11, 2007 Share Posted February 11, 2007 Agh! I tried doing that, but I can't see if it worked. I saved the changes I made to the .MOD file last night, and opened it again today with the module editor, but when I try to build the mod file, it gives me an error message. Something about object reference not set to instance of object...or something like that... What did I do? I seem to remember that KotOR Tool's module editor will freak out on you if you have anything in it with a file name over 16 characters long (the game doesn't allow template resrefs of over 16 characters either). Check your module folder for files of over 16 characters. Link to comment Share on other sites More sharing options...
Vox Kalam Posted February 11, 2007 Author Share Posted February 11, 2007 Eek! Now I can't even load the saved project into the module editor at all to edit it! "Unable to read beyond the end of the stream" I think KOTOR tool secretly hates me... Edit: Anyone? Link to comment Share on other sites More sharing options...
stoffe Posted March 3, 2007 Share Posted March 3, 2007 Eek! Now I can't even load the saved project into the module editor at all to edit it! "Unable to read beyond the end of the stream" I think KOTOR tool secretly hates me... Edit: Anyone? Can you open the module file with an ERF editor, and if so the files inside (GIT/ARE/IFO) with a GFF editor still? If not they have probably been corrupted and you have to fall back to an older backup copy. The KotorTool module editor is still a bit rough around the edges and problems can occur when using it. Link to comment Share on other sites More sharing options...
deathdisco Posted March 3, 2007 Share Posted March 3, 2007 Check out this and this thread for issues with the Module editor. Link to comment Share on other sites More sharing options...
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