UltimateHK47 Posted February 26, 2012 Share Posted February 26, 2012 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 More sharing options...
noname35 Posted February 26, 2012 Share Posted February 26, 2012 Well I can't help you with anything (sorry) but it sounds like a great idea. Link to comment Share on other sites More sharing options...
Sithspecter Posted February 26, 2012 Share Posted February 26, 2012 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. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 26, 2012 Author Share Posted February 26, 2012 You can already do that through HK-47. Am i missing something? I've never got round to a full playthrough of K1. Or either of them, I always miss something. Link to comment Share on other sites More sharing options...
noname35 Posted February 26, 2012 Share Posted February 26, 2012 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 More sharing options...
Scorge Posted February 26, 2012 Share Posted February 26, 2012 Sounds Interesting. The Turret Arcade should be the name. Link to comment Share on other sites More sharing options...
Sithspecter Posted February 26, 2012 Share Posted February 26, 2012 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 More sharing options...
noname35 Posted February 26, 2012 Share Posted February 26, 2012 I'm gonna have to start using this(until DarthJango's mod gets released of course). Once again, Sithspecter helps me. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 26, 2012 Author Share Posted February 26, 2012 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. Yep. True story. Is there a way I could get to them manually, say, kotor tool? Link to comment Share on other sites More sharing options...
noname35 Posted February 26, 2012 Share Posted February 26, 2012 You should probably look in dialog for that. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 28, 2012 Author Share Posted February 28, 2012 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 More sharing options...
darth-ackbar Posted February 28, 2012 Share Posted February 28, 2012 You would need to make a custom script to fire when you die. What's the name of the minigame module you're using? Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 28, 2012 Author Share Posted February 28, 2012 tur_arc (my one) and the game module is called M12ab. What Link to comment Share on other sites More sharing options...
noname35 Posted February 29, 2012 Share Posted February 29, 2012 Thanks noname35 for the help so far No problem. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 29, 2012 Author Share Posted February 29, 2012 Does anyone know a script that check if a quest entry is there? Link to comment Share on other sites More sharing options...
darth-ackbar Posted February 29, 2012 Share Posted February 29, 2012 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 More sharing options...
UltimateHK47 Posted February 29, 2012 Author Share Posted February 29, 2012 Ahhh, so if i warp there through script and I lose it will take me back as it's a, @simulation@ Thanks! Link to comment Share on other sites More sharing options...
darth-ackbar Posted February 29, 2012 Share Posted February 29, 2012 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 More sharing options...
UltimateHK47 Posted February 29, 2012 Author Share Posted February 29, 2012 I guess its a bug ill have to go with. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted February 29, 2012 Author Share Posted February 29, 2012 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. Link to comment Share on other sites More sharing options...
Scorge Posted February 29, 2012 Share Posted February 29, 2012 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 More sharing options...
Fallen Guardian Posted February 29, 2012 Share Posted February 29, 2012 Actually, I don't think you have to specifically make a .MOD file (correct me if I'm wrong) but you could do it the way the developers do it, where the ebo_m12aa.rim contains the GIT, IFO, and ARE files, while ebo_m2aa_s.rim contains everything else. But it is easier and more compact to just make a mod file. Link to comment Share on other sites More sharing options...
darth-ackbar Posted March 1, 2012 Share Posted March 1, 2012 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 More sharing options...
UltimateHK47 Posted March 1, 2012 Author Share Posted March 1, 2012 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 More sharing options...
darth-ackbar Posted March 1, 2012 Share Posted March 1, 2012 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 More sharing options...
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