Exile007 Posted September 23, 2008 Share Posted September 23, 2008 Hello all, I've been messing around with the Tomb on Dxun lately, and I've just been wondering how the electrical beams were removed after the Sith Master says "Break the Ritual Now!" I'm guessing that the beams are visual effects or something? If someone could tell me that'd be great. Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 23, 2008 Share Posted September 23, 2008 Most likely it's a room animation. There should be a function to stop the animation, and if you look through JdNoa's decompiled scripts for TSL, you should be able to find out how it's done in-game. Link to comment Share on other sites More sharing options...
zbyl2 Posted September 23, 2008 Share Posted September 23, 2008 It was done by ClearAllEffects() function, I think. And yea, beams are just visual effetc. Link to comment Share on other sites More sharing options...
Ulmont Posted September 23, 2008 Share Posted September 23, 2008 Wait... So you could use the beams as a force power? Link to comment Share on other sites More sharing options...
Exile007 Posted September 24, 2008 Author Share Posted September 24, 2008 Alright, well I took the decompiled script list InSidious gave me and I got this: void main() { object oElectricalArcSingles = GetObjectByTag("ritual_follower", 0); AssignCommand(oElectricalArcSingles, ClearAllActions()); AssignCommand(oElectricalArcSingles, ActionPlayAnimation(19, 1.0, (-1.0))); oElectricalArcSingles = GetObjectByTag("ritual_follower", 1); AssignCommand(oElectricalArcSingles, ClearAllActions()); AssignCommand(oElectricalArcSingles, ActionPlayAnimation(19, 1.0, (-1.0))); oElectricalArcSingles = GetObjectByTag("ritual_follower", 2); AssignCommand(oElectricalArcSingles, ClearAllActions()); AssignCommand(oElectricalArcSingles, ActionPlayAnimation(19, 1.0, (-1.0))); DelayCommand(0.5, ApplyEffectToObject(0, EffectDamage(1000, 8, 0), GetObjectByTag("ritual_follower", 2), 0.0)); DestroyObject(GetObjectByTag("sith_gas", 0), 0.0, 0, 0.0, 0); DelayCommand(0.5, ApplyEffectToObject(2, EffectBeam(2038, GetObjectByTag("ritual_source", 0), 2, 0), GetObjectByTag("ritual_follower", 2), 0.0)); DelayCommand(2.5, PlayRoomAnimation("411dxnr", 2)); DelayCommand(3.2, PlayRoomAnimation("411dxnr", 3)); DelayCommand(1.0, AssignCommand(GetObjectByTag("ritual_follower", 0), ActionMoveToObject(GetWaypointByTag("wp_ritual_fo1"), 0, 1.0))); DelayCommand(1.3, AssignCommand(GetObjectByTag("ritual_follower", 1), ActionMoveToObject(GetWaypointByTag("wp_ritual_fo2"), 0, 1.0))); oElectricalArcSingles = GetObjectByTag("DarkForceBigger", 0); DelayCommand(3.2, SoundObjectStop(oElectricalArcSingles)); int int1; int1; while ((int1 < 4)) { oElectricalArcSingles = GetObjectByTag("ElectricalArcSingles", int1); DelayCommand(3.2, SoundObjectStop(oElectricalArcSingles)); (int1++); } } I guessed that the only things I needed are: DelayCommand(2.5, PlayRoomAnimation("411dxnr", 2)); DelayCommand(3.2, PlayRoomAnimation("411dxnr", 3)); But unfortunately one of the beams is still there. Did I miss a line? Link to comment Share on other sites More sharing options...
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