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Member Since 10 Aug 2010
Offline Last Active Today, 10:30 AM

Posts I've Made

In Topic: UI Redesign

21 September 2017 - 07:59 AM


Agreed. A small change, but blends in perfectly and just looks awesome!

In Topic: Scripting actions in sequence

15 September 2017 - 09:13 PM

That should work like you described. Though maybe writing ActionDoCommand(ActionPlayAnimation()) will help if it's not working. I vaguely remember something about some Action...() function not really behaving like an action function, it may be this one but I'm really not sure. If it is this one then ActionDoCommand() should fix it.

In Topic: Party Member Conversations in Apartment and Ebon Hawk (K1)

10 September 2017 - 06:10 PM

I looked at the existing OnEnter script and it really doesn't do much. It just changes the skybox. I'm guessing the other triggers are done with actual trigger objects rather than the script. There may be stuff I'm overlooking but I don't think it would be a scripting problem. The work would be in making all the cutscenes, and also editing the banter dialogue to account for the changes.


ebo_m12aa has an OnEnter script in both the .are and the .ifo, make sure you take both into account. :)

In Topic: How did SpaceAlex make his K1 Enhancement Pack NPC Overhaul?

10 September 2017 - 04:01 PM

Makes sense that you have to do that but I don't quite get why this is the result of not adding it.

I would have thought that GetGlobalBoolean returns either FALSE or an error when checking for a non existing boolean. Then the condition would either always be true, resulting in new spawns every time you enter instead of only the first one or it'd always be FALSE, resulting in no spawns. But apparently checking for a non existing boolean creates other problems...


Apparently, it returns 0 if the global doesn't exist (I also tested in TSL, same thing).

The reason why you get so many is because the onEnter script runs that many times. The onEnter script runs for several objects; for this reason, most onEnter area scripts have something like this somewhere in the beginning:

if(GetEnteringObject() != GetFirstPC()) return;

This'll ensure that anything that comes after this will only run once. The script in question enclosed a portion of the script into if(GetIsPC(oEntering)){ ... } for that reason, but not the part that spawns the creatures – that part was relying on a global to make sure it only runs once. But if the global doesn't exist it can't be set to true, so the check came out as true every time the script fired.

In Topic: Help to HK-47

09 September 2017 - 07:35 PM

Fighting the HK-50s is what will bring them together for sure. My current idea is that while 47 hates the HK-50s and wants to destroy them, 48 is in total denial that he's obsolete. He's a bit of a hypocrite in the sense that he's quick to call 47 obsolete but can't accept that he is too. I think they'll start off disliking each other but as they progress through the HK Factory 48 will realise they have a common enemy and they'll become closer. Then at Malachor we can have a scene where we see them together as friends.


That sounds awesome! Sounds like you'll be making a lot of new scenes if you want to pack that development into the factory. I approve :) Does he know about the HK-50s though, or does HK-47 have to tell him?