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Dantooine Courtyard - Ruins cutscene triggers prematurely #608

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ghost opened this issue Jun 16, 2022 · 1 comment
Closed

Dantooine Courtyard - Ruins cutscene triggers prematurely #608

ghost opened this issue Jun 16, 2022 · 1 comment
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Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Scripting This issue is related specifically to a scripting bug/error

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@ghost
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ghost commented Jun 16, 2022

The cutscene that triggers when the PC approaches the ruins is rather pointless if they aren't assigned the quest to investigate the ruins yet. Because of this, if the PC has already approached the ruins, the cutscene doesn't fire when it would fit the most, which is when the PC is accompanied by Bastila.

@ghost ghost changed the title Dantooine Courtyard - Ruins cutscene triggers pointlessly Dantooine Courtyard - Ruins cutscene triggers prematurely Jun 16, 2022
@DarthParametric DarthParametric added Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Scripting This issue is related specifically to a scripting bug/error labels Jun 16, 2022
@DarthParametric
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Easy enough to resolve with an edit of the trigger's OnEnter script (k_pdan_tomb02). The vanilla script is

#include "k_inc_dan"

void main() {
    
    if (IsObjectPartyMember(GetEnteringObject()) && HasNeverTriggered())
        {
            AssignCommand(GetObjectByTag("dan14_cut02", 0), ActionStartConversation(GetFirstPC(), "", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
        }
}

The check could be changed to

if (GetIsPC(GetEnteringObject()) && IsNPCPartyMember(NPC_BASTILA) && HasNeverTriggered())

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Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Dantooine Issue occurs primarily on Dantooine Type: Scripting This issue is related specifically to a scripting bug/error
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