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K1 source scripts

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 Canderis
01-01-2009, 2:17 PM
#1
Is there a downloadable source scripts for k1?
 TriggerGod
01-01-2009, 2:22 PM
#2
Is there a downloadable source scripts for k1?

There should be one in KTool. Its a bunch of source scripts. (and compiled scripts, if you can get them uncompiled) If K1 'side' is anything like the TSL 'side', it should be in a section in BIFs called Scripts.bif
 Canderis
01-01-2009, 5:42 PM
#3
There should be one in KTool. Its a bunch of source scripts. (and compiled scripts, if you can get them uncompiled) If K1 'side' is anything like the TSL 'side', it should be in a section in BIFs called Scripts.bif

There is but the script I need isn't decompiled.
 Mandalore_The_Great
01-01-2009, 8:35 PM
#4
can you be specific in what type of script it is? if it's not in scripts.bif, it probably doesn't exist
you could always just skim through nwscript.nss
 TriggerGod
01-01-2009, 8:58 PM
#5
There is but the script I need isn't decompiled.

Well whats the script you need? Being more specific might help.

@Mandalore: nwscript is the list of functions a script can do. And if it isn't in scripts.bif, then it would be in compiled form in a module's info in KTool.
 Canderis
01-01-2009, 9:26 PM
#6
The scripts under tar_m02ae (I need all of em)
 Star Admiral
01-01-2009, 9:31 PM
#7
Err, that's a huge number of scripts. Do you have one in mind, or at least a general idea of what you need them for? Even if we could, decompiling all of them would be a mess.

- Star Admiral
 Canderis
01-01-2009, 9:36 PM
#8
Well the one(s) I need in particular are the ones used to warp the PC into the arena part of the module and then the ones that spawn the combatends.
 Star Admiral
01-01-2009, 9:47 PM
#9
Out of curiosity, is this for the Jedi Fight Training?

I've tried decompiling the code for the arena fights already, got nothing but p-code. I know that some people can make sense out of it, but as far as I'm concerned, it is useless. A shame, as I would like to see how the arena fights are created. Even the ones in TSL would not decompile with DeNCS.

As for warping to a specific part of a module, you would need to set waypoints, unless I'm missing some important script function. There are more than enough spawning NPC tutorials already in the tutorials section, so I won't cover it here again.

- Star Admiral
 Canderis
01-01-2009, 9:54 PM
#10
Out of curiosity, is this for the Jedi Fight Training?

I've tried decompiling the code for the arena fights already, got nothing but p-code. I know that some people can make sense out of it, but as far as I'm concerned, it is useless. A shame, as I would like to see how the arena fights are created. Even the ones in TSL would not decompile with DeNCS.

As for warping to a specific part of a module, you would need to set waypoints, unless I'm missing some important script function. There are more than enough spawning NPC tutorials already in the tutorials section, so I won't cover it here again.

- Star Admiral
Nope, its for HK-42's Ryloth mod.
 Star Admiral
01-01-2009, 10:04 PM
#11
Sorry about that, the module names happened to be the same, so I jumped to conclusions.

I tried decompiling a few. The simplest ones that just set globals work fine, but they don't contain useful stuff. The ones that are interesting don't work.

An example of a relatively useless one.

int StartingConditional() {
int int1 = ((GetGlobalNumber("Tar_Duel") >= 4) && (!GetGlobalBoolean("TAR_DUELINPROGRESS")));
return int1;
}

- Star Admiral
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