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Question about Tomb on Dxun


Exile007

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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. ;)

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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?

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