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Well, I will never look at mods the same again after knowing how scripts was made and how they works. Straight 5 stars for mods with any scripts init.
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Keep in mind that nwscript.nss shows you the form that various script elements must take. Templates if you will. You don't just use them as-is in an actual script.
Thanks! I'll keep 'em noted. And with the script above, as I'm trying to input the "oArea" part- what command should I enter? The particular area will be DANM14AC [Dantooine].
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You can make a variable declaration like:
object oArea = GetArea(GetFirstPC());
Which will get the current area you are in. That way you don't need to specify a custom value for every module you use the script in.
I believe that command changes the module's music track to a different one listed in ambientmusic.2da (which is what nTrack is - an integer value for the row number). So your script would be something like:
void main() { object oArea = GetArea(GetFirstPC()); int nTrack = 99; // Insert ambientmusic.2da row number here MusicBackgroundChangeDay(oArea, nTrack); }
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That way you don't need to specify a custom value for every module you use the script in.
Thanks for the heads-up!
QuoteI believe that command changes the module's music track to a different one listed in ambientmusic.2da (which is what nTrack is - an integer value for the row number). So your script would be something like:
Spoilervoid main() { object oArea = GetArea(GetFirstPC()); int nTrack = 99; // Insert ambientmusic.2da row number here MusicBackgroundChangeDay(oArea, nTrack); }
That looks promising! I'll fiddle with 'em soon!
Again, many thanks for the help!