Leaderboard


Popular Content

Showing content with the highest reputation on 09/30/2018 in all areas

  1. 2 points
    This is more of an idea than a request. It might be cool to have a mod that adds the Yavin Station to KotOR 2, now that porting is allowed. I did some experiments myself, but there's a bunch of things that I wouldn't know how to fix. - lighting - door scripts, dialogue triggers - the module is referencing to K2 doors which do not fit the door openings m50aa.zip
  2. 1 point
    That should be enough in most situations, but it depends on which dialogue and it's even slightly different in each game. In general, though, the speaker will face the listener if that is set, and if not, will face the speaker of the previous node instead. In K1 at least, as far as I recall, a party member will attempt to turn to face the previous speaker in interjections, so you technically don''t need to set anything other than the speakers for each node. I recall one working instance of this on Korriban; if you have HK-47 and Jolee in the party, HK suggests doing something murdery and Jolee turns to him and retorts. But I find speaker/listener to be unreliable overall. It results in some dumb stuff like Vrook teleporting in one of the Council scenes, facing one person and then immediately facing another rather than turning like a person would. So I would suggest scripting it as well. I would add, though, that you should also use SetLockOrientationInDialog to turn off the usual speaker/listener behavior before you start issuing SetFacingPoint commands. Something like void main() { object oPM1 = GetObjectByTag("whatever1", 0); SetLockOrientationInDialog(oPM1, TRUE); } at the start of the scene, then void main() { object oPM2 = GetObjectByTag("whatever2", 0); AssignCommand(OBJECT_SELF, SetFacingPoint(GetPosition(oPM2)); } for the node you want them to turn on. And you'll want to SetLockOrientationInDialog back to false at the end of the scene. You might also need to add a delay, but I forget if you do. I remember adding a delay of 0.1 seconds when scripting animations in K1, but I don't remember if it applies here too.
  3. 1 point
    You have to script it. There are examples in vanilla dialogues. I'll see if I can dig one up. Edit: I believe this is the command you need: // 143: Cause the caller to face vTarget void SetFacingPoint(vector vTarget); Perhaps something like: ActionDoCommand(SetFacingPoint(GetPosition(GetObjectByTag("CREATURE_TAG")))); Or a full example from TSL: // a_turnpcatton // This script turns the PC to face Atton. void main() { // Turn PC towards Atton. vector vAtton = GetPosition( OBJECT_SELF ); AssignCommand( GetPCSpeaker(), SetFacingPoint( vAtton ) ); }
  4. 1 point
    Ooh, if only this was out when I was doing my K2 film series. Nice work either way, looks great!
  5. 0 points
    Great... Now the Steam version of TSL is no longer launching either...