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Old 03-17-2012, 02:34 PM   #150
Fallen Guardian
@Fallen Guardian
Wandering the Galaxy...
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,294
Current Game: XCOM 2
Veteran Modder  Helpful! 
Alright, I've managed to get my above script to compile by making it like this:

void main()

     object oPC=GetFirstPC();

     object oNPC=GetObjectByTag("dt_comm");

  int nEvent = GetUserDefinedEventNumber();

int bRun=TRUE;

        (nEvent == 1002) &&
        GetGlobalBoolean("DT_CHECK1") == FALSE)

        if(GetDistanceBetween(oNPC, oPC) <= 6.0){

    ActionDoCommand(SetCommandable(TRUE, oNPC));

  AssignCommand (oNPC, ActionMoveToObject(oPC, bRun));

  AssignCommand (oNPC, ActionStartConversation(GetFirstPC()));
I'll edit this post to tell if it works in-game or not.

The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

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Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
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