krash111 Posted May 25, 2008 Share Posted May 25, 2008 Hey guys, i really need help i've been looking everywhere but i cant find help the problem is that i had used the Kotor tool and made my module put two npc's in there, and i made dialogs for them but I want to make one attack me with a option in the dialog PLEASE PLEASE PLEASE SOMEONE HELP ME PLEASE what should I be doing speak easy i'm 'very' 'new' I used this tutorial on how to get the module up http://forums.filefront.com/sw-kotor2-modding-editing/211231-storyline-total-conversion-mod-tutorial.html PLEASE HELP, Krash out Link to comment Share on other sites More sharing options...
Jae Onasi Posted May 25, 2008 Share Posted May 25, 2008 Moved to Holowan Laboratories in the Knights of the Old Republic forum. Welcome to Lucasforums, krash111. Please be patient with all of us. You may not get an answer for a day or two. Thanks. Link to comment Share on other sites More sharing options...
Robespierre Posted May 25, 2008 Share Posted May 25, 2008 Wow. Firstly, capitals are not a good idea. Just ask questions calmly and you'll get an answers shortly; making it clear that you're in urgent (no E in Urgent) need wont help. Secondly; you need to make it clear what you're asking. I BELIEVE what you're asking is that you want to spawn to NPC's in a module (which you've already done), then make them speak (which you've already done) and then make them attack you at the end of one of the dialog nodes. This question is actually very easy to answer; if you'd looked in the tutorial section and/or used the search tool you would have come across this. void main() { ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1); } That may work. Or this I gleaned from TK102's talk-fight-talk tutorial: void main() { // make main NPC go hostile object oNPC=GetObjectByTag("npc_tag"); ChangeToStandardFaction(oNPC, 1); // give them kick to make them start attacking you ExecuteScript("k_ai_master",oNPC,1005); } Put that in a .nss file, compile it, stick it in your override and attach it to the desired dialog node. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 25, 2008 Share Posted May 25, 2008 void main() { ChangeToStandardFaction(GetObjectByTag("salorien"), STANDARD_FACTION_HOSTILE_1); } Make and compile that script, then put it on the last line of the dialog. (The line where he says or you say going to attack him) :EDIT: Robe beat me to it. Link to comment Share on other sites More sharing options...
krash111 Posted May 25, 2008 Author Share Posted May 25, 2008 Thank you both, I'll try it now but one more thing if u get this how can i get a list of spawn creatures like the list like i downloaded a mod Call of aid that lets me get sith in my party i would like to know how to spawn creatures and make them follow me please do reply thanks tho Link to comment Share on other sites More sharing options...
Robespierre Posted May 26, 2008 Share Posted May 26, 2008 Well...Call of Aid is just about the only mod to do this. You COULD make a script that spawned an enemy and then put a henchman script as its on_heartbeat script (look here for it: http://www.lucasforums.com/showthread.php?t=152677). But this wouldn't work if you moved into another module. Link to comment Share on other sites More sharing options...
Totenkopf Posted May 26, 2008 Share Posted May 26, 2008 I think that whenever you spawn npcs, they stay within the module you spawn them in, unless you somehow recruit them into your actual party. Link to comment Share on other sites More sharing options...
Robespierre Posted May 26, 2008 Share Posted May 26, 2008 I think that whenever you spawn npcs, they stay within the module you spawn them in, unless you somehow recruit them into your actual party. Correct. If you see this thread, then scroll down to my post, you can see how you could make a recruited henchman appear in every module. Basically it involves decompiling every relevant on_enter script and adding the spawn function for the henchman there. Link to comment Share on other sites More sharing options...
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