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equiping weapons problem

Page: 1 of 1
 GeorgNihilus
09-06-2007, 10:05 PM
#1
Hi people, well I'm trying to equip with 2 pistols one of the cantina dancers in K1 (in Javyar's cantina) for a following fight but I'm not sure if these dancers can be equiped with weapons :rolleyes: ... I already had the same problem trying to equip an ithorian (Yuka Laka) in Tatooine; I'm using this script:

// give Cantina Bastila a little chance at Javyar's cantina
/*
"should" equip 2 Zabrak pistols on Cantina Bastila for her attack
*/
// Created by: GeorgNihilus

void main()
{

object oTarget=GetObjectByTag("Cantina Bastila");
object oPistol = CreateItemOnObject("g_w_blstrpstl004",oTarget);
object oPistol = CreateItemOnObject("g_w_blstrpstl004",oTarget);
AssignCommand(oTarget,ActionEquipItem(oPistol,INVE NTORY_SLOT_RIGHTWEAPON,TRUE));
AssignCommand(oTarget,ActionEquipItem(oPistol,INVE NTORY_SLOT_LEFTWEAPON,TRUE));
}

So ... any ideas?

thanks as usual ... :)
 stoffe
09-06-2007, 10:10 PM
#2
Hi people, well I'm trying to equip with 2 pistols one of the cantina dancers in K1 (in Javyar's cantina) for a following fight but I'm not sure if these dancers can be equiped with weapon

The NPC will need either a weapon proficiency feat suitable for the weapon type, or the "Proficiency: All" feat to be able to equip weapons.

Also your script contained an error. You re-declared the oPistol variable after it had already been declared (which shouldn't allow you to compile the script), and you tried to assign both object references to this same variable. Since you can't equip a single weapon in both hands at the same time it would fail even if you had been able to compile it. :)


void main() {
object oTarget = GetObjectByTag("Cantina Bastila");
object oPistol1 = CreateItemOnObject("g_w_blstrpstl004", oTarget);
object oPistol2 = CreateItemOnObject("g_w_blstrpstl004", oTarget);
AssignCommand(oTarget, ActionEquipItem(oPistol1, INVENTORY_SLOT_RIGHTWEAPON, TRUE));
AssignCommand(oTarget, ActionEquipItem(oPistol2, INVENTORY_SLOT_LEFTWEAPON, TRUE));
}
 GeorgNihilus
09-08-2007, 8:24 PM
#3
Thanks, yes I missed typing the "2" in the 2nd definition of the pistol :nut: ; but that's not the problem ... I tried adding the proficiency all feat (the pistols proficiency was already set in the .utc) but it doesn't work, problem seems to be that the module in question in which this .utc is dropped (tar_m03ae.mod) of the /modules folder (which is a modded file by the way) is ignoring :confused: the .utc, because it doesn't recognize even the changed name of the dancer ... but it reads the dialog file for example ... pretty strange ... :yelhelp:

thanks as usual guys ... :rolleyes:
 stoffe
09-09-2007, 4:19 AM
#4
problem seems to be that the module in question in which this .utc is dropped (tar_m03ae.mod) of the /modules folder (which is a modded file by the way) is ignoring :confused: the .utc, because it doesn't recognize even the changed name of the dancer ... but it reads the dialog file for example ...

Are you using a savegame where you have already been to the area in question? Dynamic resources (creatures, items, placeables, triggers, areas etc) gets stored in the save game when the area is instantiated (first time you visit it), while static resources (dlg files, scripts, sounds etc) are not included in the save.

So, if you've already been to the area the UTC file is not used any more since the character instance is stored in your savegame instead.
 GeorgNihilus
09-09-2007, 10:38 AM
#5
No, I'm using a savegame starting from the Upper City gate with the sith soldier in the entrance, just before entering the LowerCity; so I've never been in Javyar's cantina before ... :indif:
 stoffe
09-09-2007, 2:38 PM
#6
No, I'm using a savegame starting from the Upper City gate with the sith soldier in the entrance, just before entering the LowerCity; so I've never been in Javyar's cantina before ... :indif:

If you are using a MOD file for your modifications, have you checked that it's used at all? It's possible the game is loading the data from the RIM files if you haven't removed them from the Modules folder.

If it is used, have you checked if the script that gives and equips the blasters is actually being run?

If it is, have you doublechecked that you are using the proper tags and resrefs everywhere, and that you aren't using ResRefs where you should use Tags, or vice versa, if they aren't identical?

Hard to say what could be wrong without knowing what you've done.
 GeorgNihilus
09-17-2007, 6:51 PM
#7
I see, thanks anyway Stoffe, still finally I changed my mind and I won't go on with this cause, after all, it's pretty silly having a dancer firing at you in the cantina with a couple of blaster pistols and then going on with her dancing like nothing :roleyess: ... hmmm ...

Good modding! :;
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