Revan's Soul Posted July 20, 2009 Share Posted July 20, 2009 Hello, I have two modding questions about KotOR 1. 1) I've made a custom NPC with a dialog, but I was wondering if it's possible to create a script that makes the NPC say something to himself when you come within a certain distance, without the NPC actually talking to you. It's like that Mandalorian Zuka muttering to himself in the Mandalorian camp in TSL. I've looked up his dlg file but I couldn't find any clues there and his scripts are compiled so I can't look into them. He's also supposed to say it only once, before you take a quest. I've learned a lot about scripting and modding over the past weeks browsing on the forum, but I couldn't find an answer for this. I thought perhaps of triggering the script when the PC walks over a waypoint, but I don't know how to create waypoints or attach scripts to them. The script itself creates a problem too. I've added the string the NPC uses to dialog.tlk. I know I'm supposed to use append.dlk but when I used the method described in TSL patcher manual to join the files, it didn't work. Anyway, now there's just a very thin bar above his head, no lettering and the VO sound file doesn't run. What am I doing wrong in this script? I've looked through dozens of posts but I can't find the answer. One thing I can think of that I did wrong, but I'm not sure : the number for the first entry in the quest is 10, so I thought if it was below 10, it would indicate the quest hadn't been taken yet. This is the conditional script I want to use. Essentially, if the conditions of the script aren't met, he's just supposed to stand there until the PC starts a conversation, but I don't know how to write that alternative of not doing anything . Clear actions maybe? void main() { object oNPC = GetObjectByTag("Akazz"); object oPC = GetFirstPC(); if ((GetJournalEntry("Tarm02_scientist") < 10) && (GetDistanceBetween(oNPC, oPC) <= 2.0)) { AssignCommand(oNPC, ActionDoCommand(SetFacing(270.0))); ActionBarkString(49265); } else ? } 2) I've used a script I found on the Holowan forum to check if he's spawned already, but when i Quicksave and Quickload, he shows up multiple times. The same for another custom character I created. I've had him 3x in the same room, while the placeables only spawn once. This is the modified onenter script of the module the NPC's appear in. void main() { object oEntering = GetEnteringObject(); object oPC=GetFirstPC(); if (GetIsPC(oEntering)) { //check if the object is already there to avoid multiple objects if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_CREATURE, "tar02_akazz", Location(Vector(136.67,137.01,0.0), 0.0)); } if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_PLACEABLE, "plc_holoart1", Location(Vector(139.17, 133.13, 0.0), 0.0)); } if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_PLACEABLE, "plc_desk1", Location(Vector(134.63, 141.25, 0.0), 134.0)); } if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_PLACEABLE, "plc_bed2", Location(Vector(143.07, 137.69, 0.0), 43.0)); } if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_PLACEABLE, "plc_chair2", Location(Vector(135.31, 140.40, 0.0), 28.0)); } ExecuteScript("old_k_ptar_a02aa_en", OBJECT_SELF); } } I'd appreciate any help. Pls keep in mind I haven't been modding long, so kindly tell me exactly what to do Link to comment Share on other sites More sharing options...
Trench Posted July 20, 2009 Share Posted July 20, 2009 I think all you have to do is create a dialogue string without a reply (for the first question). Link to comment Share on other sites More sharing options...
Star Admiral Posted July 21, 2009 Share Posted July 21, 2009 For the OnEnter script, you need to change the "o" in the GetObjectByTag() to the tag of your particular character, otherwise the character/placeable will continue to spawn. You can find the tag in the UTC (creatures) or UTP (placeable) file for that given item. - Star Admiral Link to comment Share on other sites More sharing options...
Revan's Soul Posted July 21, 2009 Author Share Posted July 21, 2009 Thanks for the replies guys. I've replaced the "0" with the NPC's and placeables' tags, but now stuff isn't appearing O.o I think I'll have to tweak it a little more. The single dialog line also worked, had some very good help. Thanks guys! Link to comment Share on other sites More sharing options...
Revan's Soul Posted July 22, 2009 Author Share Posted July 22, 2009 Ok new thing....I've managed to make an onheartbeat script work that the NPC says something as you approach, but I think I need to increase the frequency of the proximity check in the heartbeat script because sometimes he says something right away and sometimes he waits. I think it's checked every few seconds? I don't know....How do I increase the frequency of the checks? Thanks. Link to comment Share on other sites More sharing options...
glovemaster Posted July 22, 2009 Share Posted July 22, 2009 What I like to do, is to put the main part of your script into a separate function and then fire it several times from the main(). Like so: void checkIfPCIsApproaching(){ // The code you have. } void main() { float fBeat = 6.0; // I believe it is 6 seconds. float fCheck = 0.1; // Every 1/10th of a second by default. float f; for(f = 0.0; f < fBeat; f = (f + fCheck)) { checkIfPCIsApproaching(); } } This works, but the game usually does this sort of stuff with Triggers. Link to comment Share on other sites More sharing options...
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