Killing or Destroy mission Conversations and Screenplays

Aeryna

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I see. I put the wrong function for pGhost because "pPlayer" wasn't defined yet.
 

Aeryna

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Thrax989 found a bug inside that script. You can complete the quest killing the Npc but nobody else will make again using a different account because of some issue. I think it's concercing pMobile respawn. Making a "self:MobileSpawn" is possible to repeat the quest (npc respawns immediately) but not if you're waiting for the respawn timer (when Npc appears the script is broken. No more Observers are working).
 

gyrantol

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This is a segment of the screenplay I was using on SR, I think this is the area that allowed the quest to be done by more than 1 person.

This function was the last function in the screenplay.
 

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Aeryna

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Can a wampa talk?? o_O. But Boba Fett can.
Yes, it 's the second part of that script from "Pake" but sometimes the target can't answer questions.
I was thinking about that but i have no time for now. Thinking about how self:spawnMobiles works in the script to re-activate the Observer.
Thanks anyways.
 

gyrantol

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Can a wampa talk?? o_O. But Boba Fett can.
Yes, it 's the second part of that script from "Pake" but sometimes the target can't answer questions.
I was thinking about that but i have no time for now. Thinking about how self:spawnMobiles works in the script to re-activate the Observer.
Thanks anyways.
I had a third npc... the wampa was just a random npc on my quest it was a wampa trainer who was the conversable one
 

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Aeryna

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Yes, that 's the way to make the script working when they respawn but they do every 1 second. I checked that code before, it's that because i said about "self:spawnMobiles". They respawn without the command but it breaks the script. Then if you use "self:spawnMobile" they respawn instantly but the script works. Btw, respawning instanly is not a good idea, especially if the npc is a high level.
And using this command will respawn twice and more times, when they respawn by timer and the instant respawn.
And i see your script will spawn a "giant_wampa1" and a "hth_wampa" every 100 seconds if they die. That makes 2 npcs one near other with different time triggers. When they die they'll spawn.
That didn't work for me. The script needs an only spawn by time but being a Observer.
 
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thrax989

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I was able to ask a fellow community member Valkyra to look over this, she was able to discover a solution that works and still keeps the observer linked to freshly respawned targets. If we change line 107 from return 1 to return 0 it will work just fine.
 

Aeryna

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Valkyra is right. "return 0 instead of 1" to fix the Observer problem.
* So the code will be like this:
 

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