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05-10-2005, 07:22 PM
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#1
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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.EXE of KotOR Script Generator
I'd like to announce that I'll have a .exe version of my KotOR Script Generator out sometime this week, the .NET Framework 1.1 may work for it, but if that doesn't work get the .NET Framework 2.0 beta from Microsoft You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-10-2005, 07:27 PM
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#2
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Sounds good. I have the first version and this one sounds even better.
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05-10-2005, 08:08 PM
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#3
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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This one has a better GUI as well, not just that orangey menu from SP, it almost functions like Lilac Soul's NWN Script Gen. As before, just pm me ideas for scripts to include!
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
Last edited by Det. Bart Lasiter; 05-16-2005 at 11:23 AM.
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05-10-2005, 09:21 PM
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#4
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Computer Crazy
Join Date: May 2004
Location: Brazil
Posts: 1,474
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Can't wait for this new version of the Script Generator 
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05-11-2005, 09:30 AM
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#5
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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Cool 
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05-13-2005, 05:42 PM
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#6
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Desu~
Join Date: Apr 2004
Location: In Bastila's arms
Posts: 2,431
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Re: .EXE of KotOR Script Generator
Quote:
Originally posted by jmac7142
I'd like to announce that I'll have a .exe version of my KotOR Script Generator out sometime this week, the .NET Framework 1.1 may work for it, but if that doesn't work get the .NET Framework 2.0 beta from Microsoft You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express.
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cool I always download the latest .net frame work any way
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05-13-2005, 08:12 PM
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#7
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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***Updates***
I've finally got the GUI finished and a method to display the script, if I find an easy way, I'll add in "Save as..." dialog.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-13-2005, 08:34 PM
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#8
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Sounds great  . I can't wait for the finished product.
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05-13-2005, 10:00 PM
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#9
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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***Beta***
This is a beta release of the VC++ version, only the "Generate Offensive FP" and "Save as..." options work, but the GUI is done. Get it here. You'll need the .NET Framework v1.1, just like KT.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-13-2005, 10:01 PM
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#10
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Desu~
Join Date: Apr 2004
Location: In Bastila's arms
Posts: 2,431
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05-14-2005, 12:40 AM
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#11
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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***Updates***
I've finished coding the rest of the features except "Triggers", as well as fixed small GUI problems. As before, please pm me here to give suggestions for what triggers you'd like to see in the program, as well as report any syntax errors in the nwscript generated. Get it here.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-14-2005, 11:02 AM
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#12
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,256
Current Game: Skyrim
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This looks very promising...
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05-14-2005, 11:20 AM
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#13
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Brony 4 Life. Yo.
Status: Super Moderator
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,845
Current Game: Minecraft MP: PynCraft|Tekkit
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Just gave the new version a try and I have to say this is a godsend for someone like myself
It's no surprise I'm a script-tard® here at the HL forums  , but this handy little prog has really helped out!
Thanks for going through the trouble of making something like this
If you're taking suggestions for newer versions or 'updates', could I perhaps put in a request making it so you can choose the directory where the .rtf file goes? My "My Documents" folder tends to get real cluttered.. real fast (housecleaning or 'drive'cleaning rather is not quite my forte')  hehehe
Still, given the option of scripting from scratch, or searching through a cluttered folder... I'll take the cluttered folder option
Thanks again!
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05-16-2005, 12:59 AM
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#14
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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***Updates***
V2.0 will be out this weekend. New features are:
- New GUI
- Will Generate Script with VFX and Damage Potential included in
it by request of jedigoku
- Talk-Fight-Talk Sequence Included by Requset of TheGreatXL
- Will Have "Save as..." Dialog Box by Request of Chainz.2da
As before send me a pm or post in this thread for additions, comments, bugs, syntax errors, and suggestions.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-16-2005, 10:06 PM
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#15
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8-Bit Code Monkey
Join Date: May 2004
Location: A House
Posts: 4,034
Current Game: SWTOR
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Great job with the utility thus far, how about adding a couple more scripts
How about...
A script to bring up a merchant (.utm file)
The script to bring up the Workbench and Create/Breakdown bench
if I think of more I'll let you know...  good luck
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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05-17-2005, 02:15 AM
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#16
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Other script functions to include would be.
Spawn a creature
Load an area
Recruit a NPC(I can come up with a good template for you here)
Giveitem scripts
Also I haven't used this program yet. But if it doesn't have an auto compiler feature that would be excellent for an addition to it. Also if it isn't an option the ability to add additional scripting commands to a pregenerated script.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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05-17-2005, 04:25 PM
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#17
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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@Maverick187
I'll have those in v2.0 instead, I found a more efficient way
to include the damage potential and VFX
@Darkkender
A "Give Item" script is already in the version on PCGM
and if you could PM me those other scripts I'll be able to
put them into v2.0
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-20-2005, 08:53 PM
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#18
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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I've bit a bit of a snag with the "eDamage" variable, but I'll have a new version out by late tonight or tomowrow.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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05-20-2005, 09:58 PM
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#19
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Junior Member
Join Date: Feb 2004
Location: If you're going to San Francisco, Be sure to wear some flowers in your hair...
Posts: 320
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what about a script to spawn a new placeable (like a footlocker) in an area that people can use for adding custom made items (since placeables are not unique in k2)?
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05-24-2005, 12:21 PM
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#20
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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***Updates***
V2.0 is now up on PCGM
2.0 includes all but 2 or 3 of your requests, but I couldn't load the lucasforums homepage last night, so I couldn't find scripts for merchants, spawn items in containers, and a TFT script, so those aren't scripted, but everything else works, and v2.1 should be out sometime this week with those features included
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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06-04-2005, 08:23 AM
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#21
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Rookie
Join Date: Jan 2005
Location: On a hill in Strawberry Fields
Posts: 46
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How about a Talk-->Give Item script maker.
If there is a way to do that with the present version, let me know. (I already know how to change/make the dialog and such but getting them to give the PC an item after/during the conversation is beyond me.)
Thanks!
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06-04-2005, 08:36 AM
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#22
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,829
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Quote:
Originally posted by cate_kroft
How about a Talk-->Give Item script maker.
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There is already a generic "give item" script for use in conversations that come with the game. It is called "a_give_item".
Put that in a conversation node's "Script#" slot, set the first parameter (P1) to the quantity of the item that should be given (if you want to give more than 1), and set the String Param to the ResRef (filename without .uti suffix) of the item that should be given.
( Like this. )
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06-04-2005, 09:16 AM
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#23
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Quote:
Originally posted by cate_kroft
How about a Talk-->Give Item script maker.
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And if it's for Kotor 1, the script is very simple:
Code:
void main()
{
//Simply replace g_i_gauntlet006 by the template of your item
CreateItemOnObject("g_i_gauntlet006", GetPCSpeaker());
}
Then, just compile and attach the script in the script field of one of the .dlg branches 
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07-13-2005, 10:19 PM
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#24
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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v2.1b
I literally just uploaded v2.1b to PCGM, I completely re-did the GUI, added more scripts, and a text editor. I haven't included to compiler option yet, but this is only a beta, so that will be in v2.1 or v2.2 Anyways, you can get it here
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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07-14-2005, 12:30 AM
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#25
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Great job jmac! Glad to see you're still updating this helpful tool.
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07-14-2005, 09:36 AM
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#26
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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I found 2 syntax errors that I'll have fixed around 4:00 EST, but if you must know, it's this:
Code:
//Generated by jmac7142's KotOR Script Generator
// Spawn Placeable
#include "k_inc_debug"
#include "k_inc_utility"
void main()
{
float x = 63.0;
float y = 103.0; float z = 0.0; // Here it is
float r = 0.0;
vector vPla = Vector(x, y, z);
location lPla = Location(vPla, r);
object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla);
}
Just change it to:
Code:
//Generated by jmac7142's KotOR Script Generator
// Spawn Placeable
#include "k_inc_debug"
#include "k_inc_utility"
void main()
{
float x = 63.0;
float y = 103.0;
float z = 0.0;
float r = 0.0;
vector vPla = Vector(x, y, z);
location lPla = Location(vPla, r);
object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla);
}
And...
Code:
// Script Generated by jmac7142's KotOR Script Generator
// Offensive Force Power
#include "k_inc_force"
void main()
{
SWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE;
object oSource = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
effect eBeam = EffectBeam(2026, oSource, 3);
effect eVFX = EffectVisualEffect(2008);
effect eSource = EffectVisualEffect( // Here
effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);
ApplyEffectToObject(1, eBeam, oTarget, 2.0f);
ApplyEffectToObject(1, eVFX, oTarget, 3.0f);
ApplyEffectToObject(1, eSource, oSource, 3.0f);
}
/*
The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that
*/
Change it to:
Code:
// Script Generated by jmac7142's KotOR Script Generator
// Offensive Force Power
#include "k_inc_force"
void main()
{
SWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE;
object oSource = OBJECT_SELF;
object oTarget = GetSpellTargetObject();
effect eBeam = EffectBeam(2026, oSource, 3);
effect eVFX = EffectVisualEffect(2008);
effect eSource = EffectVisualEffect(/*VFX in question*/);
effect eDamage = EffectDamage(GetCasterLevel(oSource)*Level Multiplier);
ApplyEffectToObject(1, eBeam, oTarget, 2.0f);
ApplyEffectToObject(1, eVFX, oTarget, 3.0f);
ApplyEffectToObject(1, eSource, oSource, 3.0f);
}
/*
The VFX labels I've used are from KotOR 1, so some of the K2 effects aren't listed
But if you really miss them send me a message at either Holowan Labs, or the e-mail I included in this program
If the demand for them is enough I'll include them in v2.2, along with 'EffectChoke()' and things like that
*/
"VFX in question" being something like "VFX_FNF_SPACE_LASER" or something like that, uncommented of course.
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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02-27-2006, 10:05 PM
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#27
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.Devil's Trap.//
Join Date: Jan 2006
Posts: 1,156
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I realize i'm horrificly, disgustingly, horridly bumping this topic, but I don't get the 'orientation' thing on the SpawnPlaceable item. And when will it spawn? Does it automatically spawn once entering the room via a door or warp?
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02-28-2006, 11:50 AM
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#28
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
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Originally Posted by Xbx_Inthusiast
I realize i'm horrificly, disgustingly, horridly bumping this topic, but I don't get the 'orientation' thing on the SpawnPlaceable item. And when will it spawn? Does it automatically spawn once entering the room via a door or warp?
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To answer your question the Orientation defines which direction your Object(Placeable, Creature, etc.) is facing.
As to when the object will be spawned is completly dependant upon when you have the script triggered such as attaching it to a dialogue or the On-Enter script of an area.
An Example might be You want to place a Workbench on the Ebon Hawk.(for either of the games) First you need to locate the On-enter script for the Ebon Hawk(For TSL it is K_003EBO_enter.ncs) rename it to something like "my_EboHwk_Enter.ncs". Then using the above script generator create your placeable object script and name it the name of the original On_Enter script. Then add a execute script function at the end of your new script so it can fire the rest of the On_enter functions.
Here is an example there may be syntax errors as I'm not at home to confirm syntax. Please refer to Nwscript.nss for proper syntax of the "ExecuteScript" function.
Code:
void main()
{
float x = 63.0;
float y = 103.0; float z = 0.0; // Here it is
float r = 0.0;
vector vPla = Vector(x, y, z);
location lPla = Location(vPla, r);
object oPla = CreateObject(OBJECT_TYPE_PLACEABLE, "j7_rancor", lPla);
ExecuteScript("my_EboHwk_enter");
}
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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04-28-2006, 09:09 PM
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#29
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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I just wanted to let people know that I haven't stopped writing updates for this program. I'm currently finishing up the GUI code for effect application scripts (which should make it easier to navigate). I've also finished the code to generate effect (visual or otherwise) applications and object declarations.
In addition to fixing almost all the bugs of the previous version, I'm adding in some new features: - Support for more visual effects (different VFX types and an unlimted amount of effects per script)
- Cutscene scripting
- Debugging
- Support for adding custom items to existing or new placeables
- Effect delays
I have no idea when I'll be finished (or ready for beta-testing for that matter), but it should be sometime in the near future 
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
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11-10-2007, 11:20 PM
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#30
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Lurker
Join Date: Nov 2007
Posts: 8
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Awesome! I love this mod! It helps a bundle! I read the readme, but it didn't describe who to give credit to if I made my mod with it.....
Who do I give the credit to? What is the username?
I am looking forward to more updates! Keep it up!
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11-11-2007, 10:12 PM
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#31
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obama.png
Join Date: Mar 2005
Location: `(•.°)~
Posts: 7,997
Current Game: all
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Quote:
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Originally Posted by Warmech
Who do I give the credit to? What is the username?
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Me.
Quote:
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Originally Posted by Warmech
I am looking forward to more updates! Keep it up!
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Dunno. I don't even have the source anymore. Maybe if I have some time this week?
***Update***
Started work on a new version.
- Need to finish entering in functions and effects, they're loaded from external files now
- Need to finish UI
"No, Mama. You can bet your sweet ass and half a titty whoever put that hit on you already got the cops in their back pocket." ~Black Dynamite
Last edited by Det. Bart Lasiter; 11-12-2007 at 10:26 PM.
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11-13-2007, 07:22 PM
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#32
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Lurker
Join Date: Nov 2007
Posts: 8
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Very cool! This is one my favorite edit mods! Keep up the great work! Make sure to keep me posted!
Edit: For the record this is a tool not a mod. -RH
Last edited by RedHawke; 11-13-2007 at 10:27 PM.
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12-27-2007, 05:20 PM
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#33
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Rookie
Join Date: Nov 2006
Posts: 109
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When will this be out, I can no longer access pcgamemods website.
Mod Edit: Please read our PCGM FAQ... perhaps a PM to the programs creator would be in order? -RH
Last edited by RedHawke; 12-28-2007 at 01:57 AM.
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