Fair Strides

Fair Strides' Script Shack

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Yeah, that one should work. If it doesn't work as you want it to, you can try moving the SetGlobalFadeOut below the SetGlobalFadeIn, and then possibly adjust the first number.

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Posted (edited)

Yup. it cut to black suddenly on the fadeout.

#holdmuhbeer

 

Hey how does SetFadeUntilScript work?

 

Edited by Kaidon Jorn

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That's usually used at the start of a dialog (like a cutscene) and keeps the screen black until the first script fires that isn't a conditional (I think it won't fire for a conditional). Then it fades in, IIRC.

Can also be used during module loads so that you can have everything set up and in the right spots, then start a dialog that runs a script or starts a cutscene to fire a script.

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Got a question...

k_def_disturb01 in a creature's OnDisturbed field,... I know the script is blank and "not currently used", but what was it for? 

Is it like a OnInventoryDistubed on a placeable?

I want to have a droid drop a saber part, then fire a journal entry script.

So is the only way to do this for a creature is have the OnDeath script give you the part and add the journal entry?

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is there a copy of the K1 k_pdan_makejedi.nss anywhere that's in its original format instead of the 'I decompiled this but now it's just horrible machine code' format? I want to try and add/change a thing or two, but I can't find the source script with kotor tool and I can't make heads or tails of the decompiled .ncs

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Only global scripts have Bioware's original source. The module scripts are binary only. But I have cleaned up the generated source for a lot of the module scripts in the course of working on K1CP over the last couple of years, especially Dantooine.

#include "k_inc_dan"

void main() {
    
    object oPC = GetFirstPC();
    
    if (GetLevelByClass(CLASS_TYPE_JEDICONSULAR, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN, oPC) == 0 && GetLevelByClass(CLASS_TYPE_JEDISENTINEL, oPC) == 0)
        {
            TurnPlayerIntoJedi();
        }
    
    ClearAllActions();
}

Many of the module scripts make heavy use of planet-specific include scripts, which you can find in the global source. As such what at first glance seem like large scripts often turn out to be quite simple, once you've cleaned out all the external functions.

  • Thanks 1

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oh my gosh THANK YOU! that is so much more understandable. I think it will be quite a while before I'm anything like good enough at this to wade my way through the binary stuff, but I'll keep that in mind about the include scripts since those might be among the bits I could potentially pick out at least.

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