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.EXE of KotOR Script Generator

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 Det. Bart Lasiter
05-10-2005, 7:22 PM
#1
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 (http://microsoft.com) You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express.
 Jeff
05-10-2005, 7:27 PM
#2
Sounds good. I have the first version and this one sounds even better.
 Det. Bart Lasiter
05-10-2005, 8:08 PM
#3
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!
 Lorden Darkblade
05-10-2005, 9:21 PM
#4
:D
Can't wait for this new version of the Script Generator :thumbsup:
 Keiko
05-11-2005, 9:30 AM
#5
Cool:cool:
 RevanA4
05-13-2005, 5:42 PM
#6
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 (http://microsoft.com) You may or may not need it becase it's in Visual C++, but I'm writing it in .NET 2005 Express.

cool I always download the latest .net frame work any way
 Det. Bart Lasiter
05-13-2005, 8:12 PM
#7
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.
 Jeff
05-13-2005, 8:34 PM
#8
Sounds great :) . I can't wait for the finished product.
 Det. Bart Lasiter
05-13-2005, 10:00 PM
#9
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. (http://www.geocities.com/jmac7142/jmac7142s_KotOR_Mods.html?1073118044781) You'll need the .NET Framework v1.1, just like KT.
 RevanA4
05-13-2005, 10:01 PM
#10
:wstupid:
 Det. Bart Lasiter
05-14-2005, 12:40 AM
#11
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. (http://pcgamemods.com/12435/)
 Prime
05-14-2005, 11:02 AM
#12
This looks very promising...
 ChAiNz.2da
05-14-2005, 11:20 AM
#13
Just gave the new version a try and I have to say this is a godsend for someone like myself :D

It's no surprise I'm a script-tard® here at the HL forums :rolleyes:, but this handy little prog has really helped out!

Thanks for going through the trouble of making something like this :thumbsup:

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') :o hehehe

Still, given the option of scripting from scratch, or searching through a cluttered folder... I'll take the cluttered folder option ;)

Thanks again!
 Det. Bart Lasiter
05-16-2005, 12:59 AM
#14
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.
 Mav
05-16-2005, 10:06 PM
#15
Great job with the utility thus far, how about adding a couple more scripts :D

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
 Darkkender
05-17-2005, 2:15 AM
#16
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.
 Det. Bart Lasiter
05-17-2005, 4:25 PM
#17
@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
 Det. Bart Lasiter
05-20-2005, 8:53 PM
#18
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.
 Commas
05-20-2005, 9:58 PM
#19
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)?
 Det. Bart Lasiter
05-24-2005, 12:21 PM
#20
V2.0 is now up on PCGM (http://pcgamemods.com)

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
 cate_kroft
06-04-2005, 8:23 AM
#21
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!
 stoffe
06-04-2005, 8:36 AM
#22
Originally posted by cate_kroft
How about a Talk-->Give Item script maker.


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. (http://img194.echo.cx/my.php?image=giveitem6dk.jpg) )
 Darth333
06-04-2005, 9:16 AM
#23
Originally posted by cate_kroft
How about a Talk-->Give Item script maker.

And if it's for Kotor 1, the script is very simple:

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 :)
 Det. Bart Lasiter
07-13-2005, 10:19 PM
#24
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 (http://www.pcgamemods.com/14219/)
 Jeff
07-14-2005, 12:30 AM
#25
Great job jmac! Glad to see you're still updating this helpful tool.
 Det. Bart Lasiter
07-14-2005, 9:36 AM
#26
I found 2 syntax errors that I'll have fixed around 4:00 EST, but if you must know, it's this:

//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:

//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...

// 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:

// 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.
 Xbx_Inthusiast
02-27-2006, 10:05 PM
#27
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?
 Darkkender
02-28-2006, 11:50 AM
#28
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?

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.


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");
}
 Det. Bart Lasiter
04-28-2006, 9:09 PM
#29
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 ;)
 Warmech
11-10-2007, 11:20 PM
#30
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!
 Det. Bart Lasiter
11-11-2007, 10:12 PM
#31
Who do I give the credit to? What is the username?Me.I am looking forward to more updates! Keep it up!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
 Warmech
11-13-2007, 7:22 PM
#32
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
 Lord2
12-27-2007, 5:20 PM
#33
When will this be out, I can no longer access pcgamemods website.

Mod Edit: Please read our PCGM FAQ (http://www.lucasforums.com/showthread.php?t=179623)... perhaps a PM to the programs creator would be in order? -RH
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