Can someone do the following below for me and then send it to my email
minitarbz@direcway.com, because I dont have a clue as to how to compile/decompile these scripts.
Thanx
try this (the forum members are my test monkeys since I don't play , too busy scripting right now!)
this should give a permanant dark revan model, but it looks goofy with him running, feet go through cape...
the default onheartbeat script
k_def_heartbt01
/*
Default heartbeat script
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_switch"
#include "k_inc_debug"
void main()
{
ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_HEARTBEAT);
/*
object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF,1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
if(!GN_GetSpawnInCondition(SW_FLAG_AI_OFF))
{
if(GN_GetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIO
NS) || GN_GetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS_
MOBILE))
{
string sWay = "WP_" + GetTag(OBJECT_SELF) + "_01";
int nSeries = GetLocalNumber(OBJECT_SELF, WALKWAYS_SERIES_NUMBER);
if(!GetIsObjectValid(GetObjectByTag(sWay)) && nSeries <= 0)
{
if(GetCurrentAction(OBJECT_SELF) != ACTION_MOVETOPOINT)
{
if(!GN_GetIsFighting(OBJECT_SELF) && !GetIsObjectValid(oEnemy))
{
GN_PlayAmbientAnimation();
}
}
}
}
}
if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_HEARTBE
AT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1001));
}
*/
{
object oPC = GetFirstPC();
ApplyEffectToObject(DURATION_TYPE_PERMANENT,
EffectDisguise(DISGUISE_TYPE_N_DARTHREVAN), oPC);
}
}