GeorgNihilus Posted February 5, 2009 Share Posted February 5, 2009 Hi guys I'm with a mod that needs to know which scripts executes when entering the Rakatan temple in KotOR (level unk_m44aa). I need to check how are Jolee and Juhani (if alive) joined there ... cause I'm replacing Jolee. Maybe scripts are k_punk_44enter.ncs or k_punk_enter.ncs but those are only guesses ... Anyone has decompiled that script which fires when loading the level after the rakatan door shield is down? if someone has please post it here ... hope it's not too long ... Link to comment Share on other sites More sharing options...
glovemaster Posted February 5, 2009 Share Posted February 5, 2009 Here's the script reconstructed. /* :: Glovemaster #05/02/09 :: k_punk_44enter.nss - reconstruction */ void main() { if ((GetGlobalBoolean("punk_stargem") == 1)) { SetLocked(GetObjectByTag("unk44_stardoor", 0), 0); } if ((GetGlobalNumber("G_FinalChoice") > 0)) { SetLocked(GetObjectByTag("unk44_exitdoor", 0), 0); } } Hope that helps EDIT: I should really read things twice... Well here is the best I can get for the area transition script: void main() { if ((GetGlobalNumber("DAN_JUHANI_PLOT") != 2)) { AddPartyMember(4, GetObjectByTag("jolee", 0)); AddPartyMember(5, GetObjectByTag("juhani", 0)); } else { AddPartyMember(4, GetObjectByTag("jolee", 0)); } AssignCommand(GetArea(OBJECT_SELF), DelayCommand(0.5, StartNewModule("STUNT_19", "", "", "", "", "", "", ""))); DestroyObject(GetObjectByTag("unk41_rakguide2", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide3", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide4", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide5", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("rak_fire", 0), 0.0, 0, 0.0); DelayCommand(0.2, DestroyObject(OBJECT_SELF, 0.0, 0, 0.0)); } Link to comment Share on other sites More sharing options...
GeorgNihilus Posted February 5, 2009 Author Share Posted February 5, 2009 Thanks a lot for the quick reply glovemaster luckily you were on line ... Both scripts compiled clean, I suppose the 2nd script is k_punk_enter.nss right? I edited this 2º script to this: // Glovemaster #05/02/09 modified by FrantFire // k_punk_enter.nss - reconstruction void main() { if (GetGlobalNumber("DAN_JUHANI_PLOT") != 2 && GetGlobalNumber("MIR_RECR")==0) { AddPartyMember(4, GetObjectByTag("jolee", 0)); AddPartyMember(5, GetObjectByTag("juhani", 0)); } else { if (GetGlobalNumber("DAN_JUHANI_PLOT")!= 2 && (GetGlobalNumber("MIR_RECR")==2)) { AddPartyMember(4, GetObjectByTag("ff_lintarwanp", 0)); AddPartyMember(5, GetObjectByTag("juhani", 0)); } else { AddPartyMember(4, GetObjectByTag("jolee", 0)); } } AssignCommand(GetArea(OBJECT_SELF), DelayCommand(0.5, StartNewModule("STUNT_19", "", "", "", "", "", "", ""))); DestroyObject(GetObjectByTag("unk41_rakguide2", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide3", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide4", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("unk41_rakguide5", 0), 0.0, 0, 0.0); DestroyObject(GetObjectByTag("rak_fire", 0), 0.0, 0, 0.0); DelayCommand(0.2, DestroyObject(OBJECT_SELF, 0.0, 0, 0.0)); } to add my new character in Jolee's slot. Her tag is in lightblue, its .utc already packed (with both scripts) in unk_m44aa_s module but ... when I enter the temple my character is not there and both doors (the temple entrance and the access door to the roof) are open now. Shouldn't they be closed with this? void main() { if ((GetGlobalBoolean("punk_stargem") == 1)) { SetLocked(GetObjectByTag("unk44_stardoor", 0), 0); } if ((GetGlobalNumber("G_FinalChoice") > 0)) { SetLocked(GetObjectByTag("unk44_exitdoor", 0), 0); } } those "0" in red, mean they should be closed? thanks glove and everyone for your time ... Link to comment Share on other sites More sharing options...
Star Admiral Posted February 5, 2009 Share Posted February 5, 2009 nwscript.nss doesn't tell whether a 0 or a 1 means locked, but I'm inclined to think that 1 would mean locked. - Star Admiral Link to comment Share on other sites More sharing options...
glovemaster Posted February 5, 2009 Share Posted February 5, 2009 Oh sorry, they are two separate scripts The top one is, as it says, k_punk_44enter and the otherone is k_punk_pretempl2 from the conversation with the guide on the temple exterior module. Also 0 is FALSE and 1 is TRUE. So in that context; SetLocked "FALSE". Or basically... "Unlock it". Link to comment Share on other sites More sharing options...
GeorgNihilus Posted February 6, 2009 Author Share Posted February 6, 2009 Excellent! problem was the filename, it was k_punk_pretempl2.nss ... so your 2nd script glove did it ... with my later editing of course. I left the door script as it was, I wasn't looking for changes on that. I just dropped k_punk_pretempl2 in Override and voilà! Now I have other request ... ... I need k_punk_bastatt.ncs decompiled to see why my NPC doesn't follow me after a fight ... a tag problem for sure. From unk_m44ac_s rim, the temple itself. Anyone in the mood to decompile today? Link to comment Share on other sites More sharing options...
glovemaster Posted February 6, 2009 Share Posted February 6, 2009 Attached the file, its very long but I get the feeling there's a few include files in there; I'd have a shuffle through but I don't have time now. I'll have a look later today, perhaps. k_punk_bastatt.zip Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 6, 2009 Share Posted February 6, 2009 Hi guys I'm with a mod that needs to know which scripts executes when entering the Rakatan temple in KotOR (level unk_m44aa). I need to check how are Jolee and Juhani (if alive) joined there ... cause I'm replacing Jolee. Maybe scripts are k_punk_44enter.ncs or k_punk_enter.ncs but those are only guesses ... Anyone has decompiled that script which fires when loading the level after the rakatan door shield is down? if someone has please post it here ... hope it's not too long ... Not sure if you have tried, and I have not.... But, have you tried DeNCS? I know that it works for some K1 scripts, although it was built for K2. Link to comment Share on other sites More sharing options...
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