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Old 05-09-2011, 08:48 PM   #1
Fallen Guardian
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Scripting Trouble

Yes below this type is indeed a nasty script, but please, bear with me.


Code:
void main() {
    ActionPauseConversation();

vector zPosition=Vector(549.76,53.57,6.95);
location lPC=Location(zPosition,90.0);

vector aPosition=Vector(546.19,55.67,6.51);
location lCarth=Location(aPosition,90.0);

vector bPosition=Vector(546.00,52.66,6.59);
location lBastila=Location(bPosition,90.0);

vector cPosition=Vector(546.00,52.66,6.59);
location lCanderous=Location(cPosition,90.0);

vector dPosition=Vector(546.19,55.67,6.51);
location lHK=Location(dPosition,90.0);

vector ePosition=Vector(546.00,52.66,6.59);
location lJolee=Location(ePosition,90.0);

vector fPosition=Vector(546.19,55.67,6.51);
location lJuhani=Location(fPosition,90.0);

vector gPosition=Vector(546.00,52.66,6.59);
location lMission=Location(gPosition,90.0);

vector hPosition=Vector(546.19,55.67,6.51);
location lT3=Location(hPosition,90.0);

vector iPosition=Vector(546.19,55.67,6.51);
location lZaalbar=Location(iPosition,90.0);

object oPC=GetFirstPC();
object oNPC1=GetObjectByTag("Carth");
object oNPC2=GetObjectByTag("Bastila");
object oNPC3=GetObjectByTag("Cand");
object oNPC4=GetObjectByTag("HK47");
object oNPC5=GetObjectByTag("Jolee");
object oNPC6=GetObjectByTag("Juhani");
object oNPC7=GetObjectByTag("Mission");
object oNPC8=GetObjectByTag("T3M4");
object oNPC9=GetObjectByTag("Zaalbar");

AssignCommand(oPC, JumpToLocation(lPC));
AssignCommand(oNPC1, JumpToLocation(lCarth));
AssignCommand(oNPC2, JumpToLocation(lBastila));
AssignCommand(oNPC3, JumpToLocation(lCanderous));
AssignCommand(oNPC4, JumpToLocation(lHK));
AssignCommand(oNPC5, JumpToLocation(lJolee));
AssignCommand(oNPC6, JumpToLocation(lJuhani));
AssignCommand(oNPC7, JumpToLocation(lMission));
AssignCommand(oNPC8, JumpToLocation(lT3));
AssignCommand(oNPC9, JumpToLocation(lZaalbar));

ActionResumeConversation();

ActionStartConversation(GetFirstPC(),"n_aramil");

}
So my trouble with this script is for some reason I cannot ascertain, the ActionStartConversation does not start the conversation. Can anyone help with this?


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

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Old 05-09-2011, 09:12 PM   #2
JebusJM
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This is a complete shot in the dark, but I owe you from your help in my modding thread:

Would it be more simple to remove the ActionResumeConversation and just have the StartConversation?
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Old 05-09-2011, 11:09 PM   #3
newbiemodder
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Is this script at the end of one dialog and you want to start a new one? Try putting a Delay on the new ActionStartConversation


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Old 05-10-2011, 12:35 AM   #4
Fallen Guardian
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This is the onenter script of a trigger.


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

Current Work in Progress: Dantooine Tension

Released Works
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
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 05-10-2011, 02:20 AM   #5
TimBob12
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If its a trigger why are you trying to resume conversation and then start a new cinversation?


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Old 05-10-2011, 09:51 AM   #6
Fallen Guardian
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I honestly have no idea. most likely a copy and paste error. I'll get rid of that.


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

Current Work in Progress: Dantooine Tension

Released Works
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
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 05-10-2011, 04:16 PM   #7
TimBob12
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There must surely be an easier way to spawn the party than this... I feel a new function coming on, but what parameters?


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Old 05-10-2011, 06:13 PM   #8
Fallen Guardian
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Well it's not really to spawn your party members, it's to move them to a certain spot.


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

Current Work in Progress: Dantooine Tension

Released Works
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
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 05-11-2011, 02:20 AM   #9
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Oh ok


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