Killing or Destroy mission Conversations and Screenplays

Oct 10, 2017
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#22
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).
 
Jan 16, 2015
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#23
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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Oct 10, 2017
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#24
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.
 
Jan 16, 2015
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#25
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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Oct 10, 2017
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#26
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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May 3, 2015
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#27
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.
 
Likes: Valkyra