Jump to content

Home

Turret Arcade Mod [:P]


UltimateHK47

What Should The Name Be?  

6 members have voted

  1. 1. What Should The Name Be?

    • The Turret Trainer
    • The Turret Arcade


Recommended Posts

Well, I'm gonna make a small mod where you can play the turret minigame as a little bonus feature on the Hawk. I'ts more personal taste more then anything but anyway, the description.

 

While on Tatooine a merchant has a very strange object for sale. A holo disk and a small machine. You offer to take it off his hands and he agrees with a 5000 credit sum. After that, you enter the Hawk and there you go, your own games machine.

 

Now at the moment I need:

Is there a way to place the machine in thee Hawk without using the OnEnter Script. If no, what do i insert?

When you complete the turret minigame, does it auto start the Ebon Hawk flying away movie?

Is it possible so that straight after the game it returns to the dialog?

Finally for now, if you fail at the game, can I make it so you leave the turret module back to the hawk where you were standing?

 

Whats Your Feedback Guys?

Link to comment
Share on other sites

You can already do that through HK-47. Talk to him about doing a fighter simulation. You can check out all the scripts and everything through him. Once you're in the turret module, type "whereami" in the cheat console, and it'll tell you the module.

 

Are you serious?

Link to comment
Share on other sites

Am i missing something?

 

I've never got round to a full playthrough of K1. Or either of them, I always miss something.

 

Evidently so. ;) Talk to HK-47 in the Ebon Hawk, and he'll hook you up with a fighter simulation. Not to say that you can't still do the mod though.

 

Are you serious?

 

Yep. True story.

Link to comment
Share on other sites

Well, just gonna say the poll officially ENDS TOMMOROW

So any last voters vote now :)

Thanks noname35 for the help so far

 

PROBLEM!!!!

Well, i warped to the turret module, and i let myself die. my game ends because my party dies after carth sais his line bout the hawk. Can i remove/Replace that line and when I die it sends me to the hawk?

 

EDIT: After having troubles myself, can anyone decompile the scripts

http://www.mediafire.com/?xg4r73wbpmwf88e

And make it when you die you go back to hawk.

Is it possible to remove carths line?

Link to comment
Share on other sites

I've worked out an easier way to do it, replace the script that you are using to warp from the hawk to the fighter module with k_act_hk47simul.

 

Alternatively, add this code to your current script:

 

void main()
{
   SetGlobalBoolean("K_HK47_SIMULATION", TRUE);
   DelayCommand(0.5, StartNewModule("m12ab"));
}

Link to comment
Share on other sites

yep, setting the K_HK47_SIMULATION boolean tells the ebohit script to warp you back to the hawk when you finish or die. The only problem I can think of is that I think it puts the player in front of hk, which you probably wont want, I'm not sure how you could solve that without delving into the ebohit script, which is one of those awkward ones that wont cooperate with DeNCS :/

Link to comment
Share on other sites

What Ebon Hawk module is used generally in game. As there are many and it confuses me. :) Also, can I place my computer without having to replace the rim as I want it to be compatible with mods like bos/yavin/ormandell. Or does it just update as im planning on using tsl patcher.

 

A Rim file?!?!?! Dude, thats not how you do this. You have to make a module file, .mod

Link to comment
Share on other sites

When it comes to adding things into a module, you pretty much have two choices. 1) Put an entry in the .git file or 2) spawn it via script. The problem with the script one is that to do this for the hawk, you would need to first convert the current OnEnter script to nss(which people have had trouble with), and then add a line somewhere in this huge script to spawn it.

 

The .git option is much easier, and to be honest I don't see how it would be incompatible with other mods, unless they also have a .mod file for m12aa.

Link to comment
Share on other sites

A Rim file?!?!?! Dude, thats not how you do this. You have to make a module file, .mod

 

I know, I meant the Ebon Hawk module thats in the game, its saved a .rim and _s.rim

 

When it comes to adding things into a module, you pretty much have two choices. 1) Put an entry in the .git file or 2) spawn it via script. The problem with the script one is that to do this for the hawk, you would need to first convert the current OnEnter script to nss(which people have had trouble with), and then add a line somewhere in this huge script to spawn it.

 

The .git option is much easier, and to be honest I don't see how it would be incompatible with other mods, unless they also have a .mod file for m12aa.

 

I mean the ship module, not turret, and im sure thats edited in some mods...

 

Please just use the edit button next time, thanks,

-SS

Link to comment
Share on other sites

I can't see why it would be, unless they add an npc or console or something to the normal ebon hawk module, it wouldn't need to be edited.

 

If you really don't want to make a .mod file you could make a new line of dialogue to one of the party members that says something like, 'do you know how I can practice using the turret?' 'yes, there's a console in the Insert location here.'

 

Then you could fire a script that checks to see if you're in the hawk, and, if so, spawn the console.

 

void main () {
 if(GetModuleName == "ebo_m12aa") {
   CreateObject(OBJECT_TYPE_PLACEABLE, "object resref", location vector, FALSE);
 }
}

 

Not sure if that will work as it's not tested but you can give it a go :)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...