Is there a downloadable source scripts for k1?
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
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.
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
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.
The scripts under tar_m02ae (I need all of em)
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
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.
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
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.
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