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Old 11-16-2012, 01:21 AM   #129
90SK
Universal Figment
 
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Join Date: Jul 2004
Location: Somewhere...
Posts: 4,385
Current Game: Tetris
I progressed my recruitment mod. The dialog is written and I am almost finished scripting the initial recruitment.

The new merchant, Starless, now has dialog that allows him to be recruited in HK-47's slot. He is a powerful dual wielding combatant for melee and pistols, and wears a silver/white Iridorian environment suit.






Need some scripting help.

Script for removing merchant, triggered by declining his offer in the dialog.
Code:
void main() 
{
ActionPauseConversation();
object oGoodbye;
oGoodbye = GetObjectByTag("merchant_man");
SetGlobalFadeOut(1.0, 0.5);    
DelayCommand(1.0, DestroyObject(oGoodbye));
DelayCommand(1.0,SetGlobalFadeIn(0.7,0.0));
ActionResumeConversation();
}
Removing merchant NPC and recruiting Starless. Can I have two major functions like I have in this script? It compiled fine but I haven't tested it yet.
Code:
void main()

{
ActionPauseConversation();
object oGoodbye;
oGoodbye = GetObjectByTag("merchant_man"); 
DelayCommand(1.0, DestroyObject(oGoodbye));
DelayCommand(1.0,SetGlobalFadeIn(0.7,0.0));
ActionResumeConversation();
RemoveAvailableNPC(3);
AddAvailableNPCByTemplate(3, "p_starless");
DelayCommand(1.5,ShowPartySelectionGUI());
I need a script for a second dialog tree in the merchant's dialog that will check for a character spawned in the area, and I will add an arbitrary gizka or a Vaklu trooper to the module for the purpose of activating this dialog.

What burns me up is I used a similar method of spawning a gizka as part of a cutscene to prevent the cutscene from happening twice (which worked perfectly), and I don't have the NSS files for any of my scripts! What a bummer! If anyone can successfully decompile the scripts from the SUPER content mod, I would be grateful as I haven't been successful so far.

The spawn script I have
Code:
void main() 
{
float x=69.32f;  
float y=15.19f;
float z=9.91f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"starless_gizka",locNPC);
object oPC=GetFirstPC();
AssignCommand(oNPC,ActionMoveToObject(oPC));
AssignCommand(oNPC,ActionStartConversation(oPC,"starless_gizka"));
//What does the last two lines do, exactly? I don't want a conversation to be started.
}


Last edited by 90SK; 11-18-2012 at 10:36 PM.
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