blinkyzero

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Everything posted by blinkyzero

  1. Hi folks, another question: is it just me going nuts, or do enemy droids never use their repair kits in KotOR1's combat? I can easily go into the master AI script and force them to do this via checks, but I'm trying to make as few of those kinds of modifications as I can. I could've sworn I remembered droids popping kits, but maybe that was in TSL? I looked over the combat routines in k_inc_generic and at first glance it does seem like the scripting for repair kit usage was never fully implemented.
  2. I think I'm going to be able to do it all without touching the original scripts now, actually, but thanks! There's an easy way around reworking the random drop functions...just dynamically remove everything they could possibly add from the inventory of each enemy once it's perceived, then fill them up with your own stuff. Works perfectly thus far. In other news, I just spent freaking hours wondering why the hell my AssignCommand() blocks weren't working right, or at all, with my SetCommandable() calls. I wish I'd known earlier that these commands are run at the end of the current script and accordingly you have to go about them a little bit backwards. This scripting system can be awfully peculiar at times. edit: and yeah, this mod's for K1 right now, but once I'm done I plan on porting it to K2.
  3. Ugh, that's what I figured. Thanks -- I came up with a way of getting around it in another script, but it's good to know.
  4. Hi folks, I'm working on something that requires tweaking the random drop functions in k_inc_drop from KotOR1. I haven't quite figured out how to go about this, though. Included scripts are bundled into the main scripts that call them, so I assume that I have to recompile all of the scripts that call for this particular #include after modifying it? Or is there an easier way to simply overwrite the functions?
  5. Yeah, I glanced at the globals and it looks like there's variables used all over the place to determine the kill count before a conversation is triggered. Messing with those would probably be a massive headache. I figure there's probably few enough of them though that having the reinforcements fade out (which doesn't look bad at all) when a conversation starts won't be too ridiculous. I suppose I could always EffectDeath() them too with a message saying they gave up the will to live now that their friends and allies have perished.
  6. Hi folks. I'm working on a mod for KotOR1 that does a number of things to increase the difficulty and replayability of the game, and one of the features is a "call for help" mechanic that lets enemies summon in reinforcements. I've got this working perfectly now in the scripts...with one exception: certain scripted scenes don't seem to like having enemies around and in combat. A good example of this is the very first encounter with the Sith soldiers on the Endar Spire. If you kill the two soldiers, a script automatically fires that has Trask talk to you about medpacs -- and any seemingly unexpected live enemies in range will cause the conversation to rush to its completion (or the enemies will take periodic whacks at you as you stand there chatting). I thought active conversations automatically disabled combat from proceeding, but apparently this isn't quite the case. I've tried inserting checks into the master heartbeat script to disable combat when a conversation is active, but it's unreliable at best. I think my next step is to actually disable the AI flag of enemies when a conversation's ongoing...but I'm afraid this might have unintended consequences. Any ideas? edit: well, I did come up with one solution -- removing the "reinforcement" enemies with DestroyObject() if their heartbeat scripts detect them being in combat during a conversation. This seems to work. Not the prettiest fix, but probably best when it comes to compatability. Still very much open to other methods though.