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Fair Strides' Script Shack


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#101 Fair Strides

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Posted 14 August 2017 - 05:57 PM

Thank you! But now it says the error is at ";"


Try adding one more ) in front of the ");" at the very end.

(By the way, if you ever want to ask about one of the quotes, feel free to send me a PM)

 

My personal, made-up quote: "To know is good, but to act is better."

"Words are just words, thoughts thoughts, but actions...actions are progress." - Fair Strides

"Intelligence and respect are all it takes to get along fine. Not a bad trade off, huh?" - EwigD from GameFaqs

"And regarding butchering the language, I have been to the internet. The language is well butchered regularly." - Malkior

 

"You can either live with the lies or die with the truth. Who would rather lie to live than die for telling the truth?" - Fair Strides


#102 Guingamor

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Posted 14 August 2017 - 06:31 PM

Thanks for your help!! I fixed it by changing it to this:

ActionMoveToLocation(Location(Vector(-77.5775390625, -51.8112106323242, 0.0), 213.749927975663), 0));

I don't know if it actually works as intended but it compiled, so.



#103 Reztea

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Posted 22 August 2017 - 02:04 PM

How would I go about starting a conversation after killing a group of people? Like when Canderous and his mercenaries along with Revan and his party killed the Rakghouls in the Undercity before Canderous joined them.

 

(K1 Script).

 

Another thing, how can I "lock" a party member and make them required to be in your party for the time being?



#104 Fair Strides

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Posted 23 August 2017 - 10:22 PM

@Reztea: You've already asked for help in a new thread on everything in your post, so I will simply say to check the latest replies in that topic. :)


(By the way, if you ever want to ask about one of the quotes, feel free to send me a PM)

 

My personal, made-up quote: "To know is good, but to act is better."

"Words are just words, thoughts thoughts, but actions...actions are progress." - Fair Strides

"Intelligence and respect are all it takes to get along fine. Not a bad trade off, huh?" - EwigD from GameFaqs

"And regarding butchering the language, I have been to the internet. The language is well butchered regularly." - Malkior

 

"You can either live with the lies or die with the truth. Who would rather lie to live than die for telling the truth?" - Fair Strides


#105 DarthRevan101

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Posted 30 August 2017 - 08:28 PM

How could I go about creating a Pazaak game with a custom character?



#106 Hassat Hunter

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Posted 09 September 2017 - 12:51 PM

Kreia uses the animation during the Jedi Enclave Scene so I'll hope it's a General Animation.

It has a bunch of requirements. You should probably check Visas' entry on the Ravager (with 1.8.5) to see them, it alters a bunch of stuff if failing to prevent the scene from looking really stupid, so whatever you do, it runs proper. Took a bit of tweaking to make both look good, but I'm confident it was successful and paid of that work.

#107 N-DReW25

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Posted 09 September 2017 - 01:30 PM

It has a bunch of requirements. You should probably check Visas' entry on the Ravager (with 1.8.5) to see them, it alters a bunch of stuff if failing to prevent the scene from looking really stupid, so whatever you do, it runs proper. Took a bit of tweaking to make both look good, but I'm confident it was successful and paid of that work.

So what type of requirements are these? If it matters I am trying to get the Batu Rem imposter to do it with a Vibrosword when he reaches 1HP then immediately after he does the seppuku he dies and grenn runs in and does his usual conversation (Painfully obvious what this is for). 



#108 Hassat Hunter

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Posted 09 September 2017 - 02:31 PM

You really need to check the dialogue and script, it's been like 3 years ago when I did that :/

#109 Qyzen_Hunter

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Posted 13 September 2017 - 07:11 AM

Umm, any idea how I could warp the player in the Hawk and trigger a conversation? 


Currently working on TSL: Crisis on Corellia


#110 Kexikus

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Posted 13 September 2017 - 09:05 AM

To warp the character you just need

void main(){

SetGlobalBoolean("EH_WARP", TRUE);
StartNewModule(<name of the ebon hawk module with quotes>, <optional waypoint tag with quotes>);

}

Replace <...> with the appropriate string. This will warp the player to the specified waypoint on the Ebon Hawk. If you don't specify a waypoint, it'll use the default one. The setting of the global boolean is necessary to make sure that the conversation is triggered only in this case. Replace it's name with something you like and add it to globalcat.2da

 

Then we need to start the conversation on board the Ebon Hawk. To do that, you can either modify the OnEnter script or create your own trigger. In any case, the added script part would look something like this:

object oEnter = GetEnteringObject();
object oDialogPartner = GetObjectByTag(<Add dialog partner tag with quotes>);

if(oEnter == GetFirstPC() && GetGlobalBoolean("EH_WARP")) {
AssignCommand(oDialogPartner, ActionStartConversation(GetFirstPC(), <dialog tag with quotes>));
SetGlobablBoolean("EH_WARP", FALSE);
}

This of course needs to be inside the void main() {} of either the OnEnter or the trigger script. Once again, replace the <...> with the appropriate strings and the boolean name.

The two conditions are to make sure that the dialog only starts when the player enters and that it only starts when warped here with the first script.



#111 Qyzen_Hunter

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Posted 16 September 2017 - 08:54 AM

To warp the character you just need

void main(){

SetGlobalBoolean("EH_WARP", TRUE);
StartNewModule(<name of the ebon hawk module with quotes>, <optional waypoint tag with quotes>);

}

Replace <...> with the appropriate string. This will warp the player to the specified waypoint on the Ebon Hawk. If you don't specify a waypoint, it'll use the default one. The setting of the global boolean is necessary to make sure that the conversation is triggered only in this case. Replace it's name with something you like and add it to globalcat.2da

 

Then we need to start the conversation on board the Ebon Hawk. To do that, you can either modify the OnEnter script or create your own trigger. In any case, the added script part would look something like this:

object oEnter = GetEnteringObject();
object oDialogPartner = GetObjectByTag(<Add dialog partner tag with quotes>);

if(oEnter == GetFirstPC() && GetGlobalBoolean("EH_WARP")) {
AssignCommand(oDialogPartner, ActionStartConversation(GetFirstPC(), <dialog tag with quotes>));
SetGlobablBoolean("EH_WARP", FALSE);
}

This of course needs to be inside the void main() {} of either the OnEnter or the trigger script. Once again, replace the <...> with the appropriate strings and the boolean name.

The two conditions are to make sure that the dialog only starts when the player enters and that it only starts when warped here with the first script.

Thanks!


Currently working on TSL: Crisis on Corellia





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