n1gamer Posted May 8, 2007 Posted May 8, 2007 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.
Pavlos Posted May 8, 2007 Posted May 8, 2007 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.
n1gamer Posted May 9, 2007 Author Posted May 9, 2007 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.
Pavlos Posted May 9, 2007 Posted May 9, 2007 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 .
n1gamer Posted May 9, 2007 Author Posted May 9, 2007 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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