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Making NPC's disappear when they die


Canderis

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I need a script (or modified version of this:

//:: k_def_death01
/*
   Default On Death Script
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.

#include "k_inc_switch"
#include "k_inc_debug"

void main()
{
   ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_DEATH);
   /*
   if(!GN_GetSpawnInCondition(SW_FLAG_AI_OFF))
   {
       SpeakString("GEN_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
       //Shout Attack my target, only works with the On Spawn In setup
       SpeakString("GEN_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
   }
   if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_DEATH))
   {
       SignalEvent(OBJECT_SELF, EventUserDefined(1007));
   }
   */
CreateObject(OBJECT_TYPE_CREATURE, "cand_sith02", Location(Vector(2.83,-123.21,28.60), 3.14)); 
}

to make the NPC disappear when they die.

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ok... i'll never understand modding...

*scratches head and his ears blow up*

 

For all you know, Canderis could be making a mod with a Sith Spirit similar to Ajunta Pall and it would be rather neat for the Sith to disappear when the player kills it.

 

@Canderis-Add something like "DestroyObject(OBJECT_SELF);" to your script at the end.

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For all you know, Canderis could be making a mod with a Sith Spirit similar to Ajunta Pall and it would be rather neat for the Sith to disappear when the player kills it.

 

@Canderis-Add something like "DestroyObject(OBJECT_SELF);" to your script at the end.

 

Man, are you psycho, I mean psychic? You nailed part of my mod head on :thmbup1:

 

Thanks for the script, trying it now.

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