HodgePodge Posted May 17, 2008 Share Posted May 17, 2008 Okay guys, I've been lurking around the forums lately trying to figure things out, and I found an amazing tutorial on making puppets (i.e. Bao Dur's remote.) The problem is, it was written for TSL. So could anyone point me in the direction of such a tutorial for K1. Are puppets even possible in K1? And if it's any importance, I'm trying to add two puppets at once. Second Question: If the puppets are impossible for K1, then I guess I'd have to just replace party members. But how would I replace two party members instead of just 1? Would it work to just attach one script to one dialog option and another script to the next dialog option? Or could I use one script to add two new recruits? Thanks for any help. Link to comment Share on other sites More sharing options...
TriggerGod Posted May 17, 2008 Share Posted May 17, 2008 AFAIK, its impossible for puppets in K1. Have you seen any characters that just plain followed another character (Mission/Zalbarr don't count )? No? Well, If I understand your second question, you want to replace 2 characters, am I correct? If I am, then you have the right guy. I am working on replacing 2 characters in TSL. But scripting right now is beyond me. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 17, 2008 Author Share Posted May 17, 2008 Are you sure puppets are impossible? I mean, look at the LD-29 mod. It can create wardroids which follow you. How does that work? Link to comment Share on other sites More sharing options...
TriggerGod Posted May 17, 2008 Share Posted May 17, 2008 As I said: AFAIKAs Far As I Know Link to comment Share on other sites More sharing options...
HodgePodge Posted May 17, 2008 Author Share Posted May 17, 2008 Ah. Sorry about that, I'm acronymically challenged. Link to comment Share on other sites More sharing options...
Giant Graffiti Posted May 17, 2008 Share Posted May 17, 2008 I mean, look at the LD-29 mod. It can create wardroids which follow you. How does that work? I'm unfamiliar with that mod, but I think I know how it was done. Was there a conversation option that "triggered" a war droid spawning? You could do something similar to this, with your mod. This is basically what you would have to do: 1. Edit the dialog, it could be pretty basic like, "I want you to call in <inserthere>". (Be sure to add the name of the script you're going to use under the script column) 2. Make the script to spawn the NPC, it should be like this: void main() { CreateObject( OBJECT_TYPE_CREATURE, "object_template", GetLocation(GetFirstPC())); } 3. To make the NPC follow you around use the "The Fake Party Member" made by Dak Vesser, found here. One of the downsides to doing this is that the NPC will only follow you around in that module and you'll have to re-spawn him every time you leave a module. To recruit two NPCs at the same time follow D333 tutorial on recruiting NPCs, just add to extra lines in the dialog for the other scripts. ~Giygas Link to comment Share on other sites More sharing options...
Sithspecter Posted May 17, 2008 Share Posted May 17, 2008 Are you sure puppets are impossible? I mean, look at the LD-29 mod. It can create wardroids which follow you. How does that work? That is a follow script. The difference between an NPC that follows you and a puppet is that there has to be a script to make it spawn. Link to comment Share on other sites More sharing options...
Darth Payne Posted May 17, 2008 Share Posted May 17, 2008 There is Sekans Call Of Aid armband that does this. But, like Giygas said if you use it you will have to do a respawning in each module. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 17, 2008 Author Share Posted May 17, 2008 Hmm...any way around the problem that you have to re-execute the script for a new module? Is there a way to execute a script every time a new module is entered? Link to comment Share on other sites More sharing options...
Darth Payne Posted May 17, 2008 Share Posted May 17, 2008 Don't think so. At least, i haven't found it yet. Link to comment Share on other sites More sharing options...
Master Zionosis Posted May 17, 2008 Share Posted May 17, 2008 Don't think so. At least, i haven't found it yet. There is a way, but way to complicated to even bother with. You would have to decompile every single OnEnter script for every module, then add in the specific lines of script in every OnEnter script, then about 24 hours later, you have to recompile the scripts and build everything together again. Essentially, it is to much hassle. Not to mention on decompiling the scripts, bits may not decompile correctly and may miss vital parts of the script that is needed. But as I said, it is possible. EDIT: Is there a way to execute a script every time a new module is entered? As I said above, yes, you can use the OnEnter function. Link to comment Share on other sites More sharing options...
Giant Graffiti Posted May 17, 2008 Share Posted May 17, 2008 You would have to decompile every single OnEnter script for every module, then add in the specific lines of script in every OnEnter script, then about 24 hours later, you have to recompile the scripts and build everything together again. Not necessarily, you could extract every OnEnter script and change the name (easy to do if you copy and paste it in the same folder). Then you would make a new script that checks if the NPC was spawned, use the ExecuteScript function at the bottom, and rename to the same thing as the original OnEnter scripts. But it still would take a while. ~Giygas Link to comment Share on other sites More sharing options...
Master Zionosis Posted May 18, 2008 Share Posted May 18, 2008 Not necessarily, you could extract every OnEnter script and change the name (easy to do if you copy and paste it in the same folder). Then you would make a new script that checks if the NPC was spawned, use the ExecuteScript function at the bottom, and rename to the same thing as the original OnEnter scripts. But it still would take a while. ~Giygas Hehe, that would work. Judging by my knowledge and experience in modding it would still take roughly the same amount of time to do it lol. But I guess that gives any takers two options, hehe. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 18, 2008 Author Share Posted May 18, 2008 Yes, I'm smart like that. As my first mod, I choose 24+ hours of work :/ Guess I'll have to think of a work around. Link to comment Share on other sites More sharing options...
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