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k_creditsplay.nss


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First off.. which game? Very important for Holowan since modders here tinker with both K1 and TSL. Otherwise, most ppl will generally assume TSL (since it's the newest out)...

 

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I'll be the first to assume it's for TSL ;)

 

Some scripts aren't decompiled unfortunately...

 

While waiting for a response, you may want to try this utility as well. Not only can it decompile (sometimes ;) ) scripts (.ncs).. it contains an archive of already de-compiled scripts (.nss). Yours just might already be in there :)

 

http://www.lucasforums.com/showthread.php?s=&threadid=149198

 

If it's NOT for TSL, I *think* the utility will still work.. but don't quote me :lol:

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If you mean from KotOR1, STUNT_57_s.rim (the one that plays the ending credits), I think the nss would look something like this:

 

void main() {
StartCreditSequence(0);
SetGlobalBoolean("CREDITPLAY",1);
SetGlobalFadeOut();
}

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Thanks tk and Chainz. I meant for K1 but maybe I'll do a story mod for TSL in the future :p

If I write something like this:

 

void main() {

warp "someplace"

}

and save it as k_creditsplay and put it in the override foler, would I warp to "someplace" instead of playing the credits?

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Thanks tk and Chainz. I meant for K1 but maybe I'll do a story mod for TSL in the future :p

If I write something like this:

 

void main() {

warp "someplace"

}

and save it as k_creditsplay and put it in the override foler, would I warp to "someplace" instead of playing the credits?

 

void main()
{

  StartNewModule("someplace");

}

 

Would do that :).

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