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Question about onenter script's


n1gamer

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I am going to use an onenter script to play the music files i want to put into the game (a_hatchopen is the script and it is for tsl peragus). I was just woundering if i create a new script to replace a_hatchopen what about the code that was inside the orignal a_hatchopen. Is it used for some special events during that level or does it really matter.

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I am going to use an onenter script to play the music files i want to put into the game (a_hatchopen is the script and it is for tsl peragus). I was just woundering if i create a new script to replace a_hatchopen what about the code that was inside the orignal a_hatchopen. Is it used for some special events during that level or does it really matter.

 

a_hatchopen.nss looks like this:

 

void sub1() {
object oT3m4 = GetObjectByTag("t3m4", 0);
if (GetIsObjectValid(oT3m4)) {
	AurPostString("destroying t3 off the map", 5, 15, 10.0);
	DestroyObject(oT3m4, 0.0, 0, 0.0, 0);
}
SetNPCSelectability(8, 0);
object oPC = GetFirstPC();
effect efNext = GetFirstEffect(oPC);
while (GetIsEffectValid(efNext)) {
	if ((GetEffectType(efNext) == 27)) {
		RemoveEffect(oPC, efNext);
	}
	efNext = GetNextEffect(oPC);
}
SetGlobalFadeIn(0.0, 2.0, 0.0, 0.0, 0.0);
}

void main() {
object oEntering = GetEnteringObject();
if ((GetEnteringObject() == GetFirstPC())) {
	if ((GetGlobalNumber("101PER_Sion_Arrives") > 0)) {
		PlayRoomAnimation("101PERzc", 1);
	}
	else {
		PlayRoomAnimation("101PERzc", 2);
	}
	if (GetLoadFromSaveGame()) {
		SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0);
		SetFadeUntilScript();
		DelayCommand(2.0, SetGlobalFadeIn(1.0, 1.0, 0.0, 0.0, 0.0));
		return;
	}
	if (GetGlobalBoolean("PER_TURNINTO_T3M4")) {
		SetGlobalBoolean("PER_TURNINTO_T3M4", 0);
		DelayCommand(0.1, sub1());
	}
	if ((GetGlobalNumber("105PER_T3_End") == 1)) {
		SetGlobalFadeIn(0.0, 1.0, 0.0, 0.0, 0.0);
		SetGlobalNumber("105PER_T3_End", 2);
		object oAtton = GetObjectByTag("Atton", 0);
		DelayCommand(0.5, AssignCommand(oAtton, ClearAllActions()));
		DelayCommand(0.5, AssignCommand(oAtton, ActionStartConversation(oEntering, "101Atton", 0, 0, 1, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0)));
	}
	object oWP_wakeup_donnie = GetObjectByTag("WP_wakeup_donnie", 0);
	if ((GetIsObjectValid(oWP_wakeup_donnie) && GetLocalBoolean(oWP_wakeup_donnie, 29))) {
		PlayRoomAnimation("101per2b", 3);
	}
	else {
		if ((0 == GetGender(oEntering))) {
			SetGlobalBoolean("000_PLAYER_GENDER", 1);
			return;
		}
		SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0);
		SetFadeUntilScript();
	}
}
}

 

As decompiled by the wonderful DeNCS. As you can see, it deals with the setting of various globals.

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I guess that means that it does matter, but can i apply my script to this without anything going wrong, lets say at the bottom of the a_hatchopen script.

 

If you tell us what exactly you want to do (words or a script) then someone around here can help you implement it, provided you haven't already done it, of course :).

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If you tell us what exactly you want to do (words or a script) then someone around here can help you implement it, provided you haven't already done it, of course :).

 

 

 

Sorry about the trouble this is taking but here is the code i want to use in the a_hatchopen script.

 

 

if (GetAppearanceType(GetFirstPC()) == 671)

{

ExecuteScript("newmusic",OBJECT_SELF);

ExecuteScript("ev_footlkr1",OBJECT_SELF);

ExecuteScript("sithsoilder99",OBJECT_SELF);

}

 

So would i be able to attach it to the end of the a_hatchopen script.

 

Thanks n1gamer

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