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Old 05-18-2012, 12:34 AM   #195
Fallen Guardian
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,165
Current Game: Fallout: New Vegas
I've brought more scripting woes. Anyway, here's a long userdefined script of mine (Ignore the poor spacing... please.):

Code:
void main()
{
	object oNPC = GetObjectByTag("n_comm");

	object oNPC1 = GetObjectByTag("n_merc01");

     object oNPC2 = GetObjectByTag("n_merc02");

     object oNPC3 = GetObjectByTag("n_laz");

     object oNPC4 = GetObjectByTag("n_kar");

     object oPM1 = GetPartyMemberByIndex(1);

     object oPM2 = GetPartyMemberByIndex(2);

     object oPM3 = GetPartyMemberByIndex(0);


    object oPC = GetFirstPC();

    int nCurrentHP;
    int nUser = GetUserDefinedEventNumber();
    if(nUser == 1006)
    {
       nCurrentHP=GetCurrentHitPoints();
       if (nCurrentHP<2) {

           ChangeToStandardFaction(OBJECT_SELF, 9);
      AssignCommand(OBJECT_SELF, ClearAllActions());
           CancelCombat (oNPC);
      AssignCommand(OBJECT_SELF, ClearAllEffects());
          SetLocalBoolean(OBJECT_SELF, 21, TRUE);
     AssignCommand(oNPC, ActionPlayAnimation(26, 1.0, (145.0)));
  AssignCommand(oNPC, SetLockOrientationInDialog(oNPC, TRUE));
   DelayCommand(0.2, SetCommandable(FALSE, oNPC));


if(
	GetIsDead(oNPC1) &&
	GetIsDead(oNPC2) ) {

 ExecuteScript("dt_fadeout", OBJECT_SELF);

SetPartyLeader(NPC_PLAYER);

  DelayCommand(2.0, AssignCommand((GetObjectByTag("n_ethan")), ActionDoCommand(ActionStartConversation(oPC))));

      }     
   DelayCommand(0.2, SetCommandable(FALSE, oNPC));

CancelCombat(oNPC3);
CancelCombat(oNPC4);
CancelCombat(oPM1);
CancelCombat(oPM2);
CancelCombat(oPM3);

if (GetIsDead(oNPC1))

 AssignCommand(oNPC3, ActionAttack(oNPC2));
 AssignCommand(oNPC4, ActionAttack(oNPC2));
 AssignCommand(oPM1, ActionAttack(oNPC2));
 AssignCommand(oPM2, ActionAttack(oNPC2));
 AssignCommand(oPM3, ActionAttack(oNPC2));

else

 AssignCommand(oNPC3, ActionAttack(oNPC1));
 AssignCommand(oNPC4, ActionAttack(oNPC1));
 AssignCommand(oPM1, ActionAttack(oNPC1));
 AssignCommand(oPM2, ActionAttack(oNPC1));
 AssignCommand(oPM3, ActionAttack(oNPC1));


       }
   
    }

}
The main issue with this lies in the last conditional at the bottom. The compiler tells me I have a syntax error at else.

Any ideas?


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

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