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View Full Version : newbie needs scripting help to remove turret mini-game


NotCarolKaye
07-30-2004, 02:57 AM
Okay, I need to get rid of all of the turret games including the plot based ones. I've read through some of the NWN scripting tutorials and various posts on this board so I've got a bit of a sense of things. I think I've found the scripts that trigger these games in k_inc_stunt.nss.

I've also found the following;

k_ren_levescape.nss
k_ren_taris03.nss
k_ren_turretld02.nss
k_ren_turretload.nss
k_ren_unkturret.nss

These seem to be related to what I'd need to change, but I'm not sure how.

I've also downloaded the "no random fighter game" mod by Kitty Kitty (thanks) and she seems to have altered k_sup_galaxmap & k_sup_galaxymap. It works, but for the life of me, I can't figure out what she might have done to those files.

So I guess I'd like to know;
How would one alter the script in k_inc_stunt to get rid of the turrets?
How can I use nwnnsscomp to make those changes useable by the game?
And what did Kitty Kitty do in her mod?

Help with any of this would be very much appreciated. I've never programmed, modded or scripted in my life and until recently didn't even know how to use a command line. So feel free to talk to me like I'm stupid, because with this stuff, I am. I'd like to learn though.

PrtyLizardJedi
07-30-2004, 06:09 AM
That mod has been made, though I don't remember who made it and where it's downloadable. Check the Downloads sticky

jedi_5002
07-30-2004, 06:39 AM
@PrtyLizardJedi
NotCarolKaye is asking how to get rid of ALL turret games, including plot ones. Kitty Kitty's only removed the random ones. You can get her's here (http://webpages.charter.net/ytl/frames.html). Click on My Games, then KotOR Mods and it will be the second one in the list.

@NotCarolKaye
As to what she did, I don't know. You could look at this thread (http://www.lucasforums.com/showthread.php?s=&postid=1432380) and see if anything there helps you. Aside from this I am, currently, just as hopeless at scripting as you are.

:fett:

NotCarolKaye
07-30-2004, 10:18 PM
@jedi_5002
I had seen that thread when I searched the board, but it was worth reviewing. When I read it this time I noticed that she altered the k_inc_stunt file and somehow saved or compiled those changes to k_sup_galaxmap & k_sup_galaxymap. So that gives me a clue.

Now a little more detail on where I'm stuck. I'll use the leaving Taris turret game as an example since they all use similar scripts. In k_inc_stunt the following piece of code appears to control that one.

//Load the Fighter Mini-Game m12ab covered by Render 07_3
void ST_PlayTarisEscape03()
{
SetGlobalNumber("K_TURRET_SKYBOX", 5);
StartNewModule("m12ab", "", "11a");
}

Now, based on my extremely rudimentary understanding of scripting the appropriate change would seem to be;

void ST_PlayTarisEscape03()
{
StartNewModule("", "11a");
}

That adjustment eliminates m12ab, because from what I can gather, that's the module for the turret game itself. The "SetGlobalNumber("K_TURRET_SKYBOX", 5);" line could probably stay, but it doesn't seem necessary to set a background option for a module that won't be loaded. Anyway, that's what makes sense to me.

Now, if I were to foolishly assume that my changes were correct, how would I apply them to the game? Do I alter k_inc_stunt and save it to Override along with k_ren_taris03 (which calls on "ST_PlayTarisEscape03()") where they'd be compiled together. Would this magically write my changes to k_ren_taris03? Or do I just put my rewritten script directly in k_ren_taris03 and compile that alone.

I hope this makes sense to somebody. Again, I'd be most grateful for any nudge in the right direction.

NotCarolKaye
07-31-2004, 06:25 PM
Alright, nevermind, I think I've figured it out.