DarthParametric 3,777 Posted February 13, 2021 The map rotation in a few modules, like the Endar Spire, differs between the layout and the game (seemingly entirely to best fit the mini-map on screen) but the cardinal direction script constants remain the same. 0 degrees is always East. Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 13, 2021 (edited) Yes. I think that is precisely what I read. Just pointing that in the E.S. you have to keep in mind that the cardinal points doesn't match and it can be confusing. ------------------------------------------------------------------------------------------------ If can be useful for people that find the same problem. I've set another Trigger but due its position in the Module I've needed set it as "On Exit" instead "On Enter". Most of times it works fine but I realized that, once inside the area of activation, if I wait some time and a random NPC (in my case a droid walking between its waypoints) gets inside then outside before I do it, the Trigger was not working properly. So I've changed the "Entering" instances of the Spawn Script for "Exiting", and works fine. void main() { object oExiting = GetExitingObject(); location lLoc = Location(Vector(29.35,104.59,-0.07), 270.0); if (GetIsPC(oExiting)) { CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Edit: btw, it's no so simple as <<ah, as it's an "On Exit" Trigger the Script must be "Exiting Object">> although seems so it's no so easy. It's related with how and when the Script gets the Object or/and different/multiple Objects. In this case the "Exiting" form fixed my issue. Edited February 13, 2021 by Obi Wan Pere Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 14, 2021 For evident esthetic reasons I don't want that the PC be facing the direction where the NPCs spawns (maybe I could try spawning first a smoke cloud in Fu-Manchu style but doesn't match with my idea of Star Wars ) so I've tried forcing the face direction of the PC but it doesn't work. void main() { location lLoc = Location(Vector(29.05,68.0,-1.27), 90.0); { object oPC = GetFirstPC(); AssignCommand(oPC, SetFacing(315.0)); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc); CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc); DestroyObject(OBJECT_SELF); } } Besides that makes me think a thing that I had in mind some time ago but I couldn't get it work, that is that the NPCs be spawned (or loaded in the Module) in Stealth Mode, as they are in the Harbinger in TSL. Is it possible? Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted February 14, 2021 Trying to orient the PC while the player is directly controlling them is pointless, as it will be ignored/overriden. You'll need to either put the trigger further away out of direct line of sight, or trigger a cutscene with a fade-out to hide the spawn-in. As to the Harbinger assassins, no, you can't replicate their exact process, since Obsidian added new engine and script functions that allow for creatures to have their render status toggled on and off. You could approximate it by spawning them in off-screen with the stealth effect either applied in their OnSpawn or applied afterwards, then jump them into position. The Harbinger assassins don't get their render flag enabled for 2 seconds after they spawn, to allow time to add the stealth effect. They then have an OnDamage event in their UserDefine script that removes the stealth effect. This also uses an added function not in K1, but I think that could be gotten around by chaining a few other functions together (presumably why Obsidian added a new function to do it in one command). 1 Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 14, 2021 So I can spawn the NPCs in a Loc I'm sure is out of sight of the PC (and that do not active the combat mode) then apply the Stealth Effect, then make jump the NPCs to the desired Loc? that is the trick? And if it works as it has to do, the NPCs spawn in the desired Loc in Stealth Mode, and when "see/perceive" the PC they enter in Combat Mode (they're hostile from the start) deactivating the Stealth Mode, isn't it? And how apply the Stealth Effect? Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted February 14, 2021 As I said above, the stealth effect gets disabled when they take damage. You can try the attached. The xxx_ud script needs to be added to the UTC's UserDefine script slot. The xxx_sp script gets added to the OnSpawn script slot. You can rename them whatever you want, just don't let the filename exceed 16 characters. I'm not entirely sure if the UserDefine script will work properly or not, so you'll have to see what happens. Also you need to wait for at least 2.1 seconds after you spawn them to jump them to the new location to make sure the OnSpawn script has finished. Invis_Assassins.7z Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 14, 2021 Respect, dear guy... Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 15, 2021 ------------------------------------ Besides, it doesn't work Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted February 15, 2021 Padawan, there is a very large difference between "this doesn't work" and "I don't know how to make this work". Simply saying "it doesn't work" is not helpful in trying to diagnose a problem. Lay out exactly what you did and how you did it. 1 Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 15, 2021 Mmm... Semantic matters? I agree. Perhaps you're beginning to see my point when I ask a clarification (and that I have to make a double interpretation, first from english, after -the most problematic for me- the scripts itself) and that never has been a secret that I have no idea of scripting, keeping in mind that 2 months ago I even didn't know how extract a file and 1 month ago I didn't know what kind of files they are and the function of the .nss/.ncs Anyway, honored to be a Padawan (even if you have to be the Master ...sometimes ). So I'd ask tons of patience and do not cross a line, often very thin. ----------------------------------------- Last night was too late for test in deep and today I've had to let it just after post, so neither. I have no tools for take videos in game and I don't think a screenshot be useful, just say that the graphics are corrupted until the NPC is decloacked. I didn't modify nothing, just renamed and placed the scripts in its slots. It'd hadn't to be related but seeing the video I see the same graphic glitch or very similar at the start (but no all the times). A "dancing" (as the character move) black screen covering almost all the scenario. So let me check if is a problem with the video configuration but I have to recompile again all the thing with these files. Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted February 27, 2021 @DarthParametric There is a problem in the Endar Spire that I cannot identify. With any NPC used, spawned or loaded from the start, the result is the same, almost all screen in black (while is still cloacked) until the NPC is damaged/decloaked. On contrary, with the first attempt in Taris apartment the thing works. It's hard to see but can be seen the "distorsion" while the NPC is still cloacked. I've installed K1 on another computer and the result is the same. Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted April 21, 2021 No more lessons, "master"? There is a large difference between teach and simply show knowledge, especially when condescension wins over good manners. Maybe someone unable to teach is not worthy to be called "master" 2 Quote Share this post Link to post Share on other sites
Malkior 476 Posted April 22, 2021 17 hours ago, Obi Wan Pere said: No more lessons, "master"? There is a large difference between teach and simply show knowledge, especially when condescension wins over good manners. Maybe someone unable to teach is not worthy to be called "master" If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help. 3 1 Quote Share this post Link to post Share on other sites
Obi Wan Pere 121 Posted April 22, 2021 8 hours ago, Malkior said: If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help. I completely agree and I apologize to all the Community for that post. Just point that the first lack of respect is not mine. Nobody said nothing. And of course nobody was filling the PM channels... I tried to calm down the thing and just found (too much) proud as answer. Anyway this is not the place for discuss that. I Repeat and emphasize my apology. PS: oh, yes, he owes me something, to me and to everybody: respect Quote Share this post Link to post Share on other sites