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Old 01-07-2012, 03:18 AM   #32
Fallen Guardian
Wandering the Galaxy...
 
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,288
Current Game: Knights of the Old Republic
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Okay, I've come here today to ask about another scripting woe of mine...Here seems to be something that has nothing wrong with it, yet calamity breaks loose when I attempt to use it:

Code:
void main() 
{

ActionPauseConversation();


  

    object oNPC = GetObjectByTag("danm50_merc01");

     object oNPC1 = GetObjectByTag("danm50_merc02");

     object oNPC2 = GetObjectByTag("danm50_secc");

    object oNPC3 = GetObjectByTag("danm50_ethan");

    object oNPC4 = GetObjectByTag("danm50_doha");

    object oNPC5 = GetObjectByTag("danm50_dohad");

    object oNPC6 = GetObjectByTag("danm50_foyerg1");

    object oNPC7 = GetObjectByTag("danm50_foyerg2");


		object oDoor=GetObjectByTag("danm50_doorsec");


 AssignCommand(oNPC6, SetFacingPoint(GetPosition(GetObjectByTag("danm50_doorsec"))));

 AssignCommand(oNPC7, SetFacingPoint(GetPosition(GetObjectByTag("danm50_doorsec"))));
 
 AssignCommand(oNPC2, SetFacingPoint(GetPosition(GetObjectByTag("danm50_doorsec"))));

DelayCommand(1.0, AssignCommand(oNPC6, ActionForceMoveToLocation (Location(Vector(-42.73, 121.91, 57.50), 0.0))));

DelayCommand(1.0, AssignCommand(oNPC7, ActionForceMoveToLocation (Location(Vector(-47.20, 121.91, 57.50), 0.0))));

DelayCommand(1.0, AssignCommand(oNPC4, ActionForceMoveToLocation (Location(Vector(-46.96,123.91,57.50),0.0))));

DelayCommand(1.0, AssignCommand(oNPC5, ActionForceMoveToLocation (Location(Vector(-45.12,124.03,57.50),0.0))));

DelayCommand(1.0, AssignCommand(oNPC3, ActionForceMoveToLocation (Location(Vector(-42.95,124.00,57.50),0.0))));

DelayCommand(1.0, AssignCommand(oNPC, ActionForceMoveToLocation (Location(Vector(-42.61,126.81,57.50),0.0))));

DelayCommand(1.0, AssignCommand(oNPC1, ActionForceMoveToLocation (Location(Vector(-46.89,126.65,57.50),0.0))));

DelayCommand(1.0, AssignCommand(oNPC2, ActionForceMoveToLocation (Location(Vector(-44.99,122.16,57.50),0.0))));

DelayCommand(4.0, AssignCommand(oDoor, ActionOpenDoor(oDoor)));

DelayCommand(8.0, AssignCommand(oDoor, ActionCloseDoor(oDoor)));

ActionResumeConversation();
}
Now I know it's a behmoth filled with a bunch of walking commands, but I used a script with the exact same number of walking commands earlier in the same module (Check Dantooine Tension's last video update for visual). Basically, what occurs when I use this script is a half-way achievement of what it should do.

danm50_foyerg's 1 and 2, danm50_secc, and danm50_doha all move to just infront of the door, rather than passing through it and continuing to their specified location. The other NPC's take 1-3 hesitant steps and then stop completely. I have no idea what's going on here, perhaps someone could shed some light?


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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