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Help with a module/area i'm making please PLEASE its EURGENT


krash111

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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

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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.

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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.

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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 :)

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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.

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