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Tupac Amaru

Latest Activity

Change the factions and turn the combat AI off. The k_inc_fakecombat include file contains some useful functions for this. FAI_EnableFakeMode(object oTarget,int iFaction); will prepare the character oTarget for fake combat and set its faction. Since...  [Read More]
Posted in: Overriding module music?
 Tupac Amaru
08-18-2008, 12:33 PM
#2
The premade script a_bg_music can turn the background music on and off during cutscenes. Use 0 as the parameter P1 to turn music off and 1 to turn it on again at the end of the cutscene. If you want to stop the music in your own scripts, this comman...  [Read More]
Posted in: Script Request
 Tupac Amaru
08-04-2008, 1:53 PM
#3
This script should do. It uses one of the unarmed combat animation for the kick. If you don't like it you can try other values for the variable 'nKickAnimation' in the script. The values can be found in animations.2da. Unarmed combat animations start...  [Read More]
Posted in: I need a few scripts and hints
 Tupac Amaru
07-19-2008, 5:53 AM
#3
How do I make an "animated cutscene," one that doesn't involve the player in any way, but other people? Dialogs have a Speaker and Listener fields. Put the tag of the NPC who is currently talking in the Speaker and the tag of the NPC he is...  [Read More]
Posted in: Make an explosion
 Tupac Amaru
10-10-2007, 12:37 PM
#6
how does scripting like that actually work?All that script does is to apply some effects. You tell the game which effects to use and where they should be applied....  [Read More]
Posted in: Make an explosion
 Tupac Amaru
10-07-2007, 1:07 PM
#3
Open the .utd file of the door and put this script in the onOpen event of the door:void main() { int nDamage = 20; // Apply some damage to door opener. ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), GetLastOp...  [Read More]
Both scripts do the same: void main() { SetGlobalNumber("K_KOTOR_MASTER", 15); AddAvailableNPCByTemplate(NPC_BASTILA, "p_bastilla"); StartNewModule("ebo_m12aa"); }...  [Read More]
Posted in: Lips Question
 Tupac Amaru
09-17-2007, 8:32 AM
#5
Are there certain names for global lipsynchs for the party members? Thanks and take careThe lipsynchs have the same name as the voice over. The global files for party members are often named "gbl" + NPC name + some number....  [Read More]
Posted in: Lips Question
 Tupac Amaru
09-15-2007, 4:27 PM
#2
Global lipsynchs are stored in localization.mod in the Lips folder. To make a lipsynch files available in all modules you can also put them into override....  [Read More]
Is there some way to edit all these same-named files and save them all to the override folder without causing the game to go crazy?If there is a name conflict, it's better to put the modified dlgs back into the ERF archives. This is pretty easy to do...  [Read More]
The script a_nihilus doesn't run the animation. Visas' sacrifice is a DLG animation. Add animation number 1030 with VisasMarr as participant to a dialogue node. It only works with Visas in generic clothes....  [Read More]
Posted in: Script problems
 Tupac Amaru
07-13-2007, 2:28 PM
#5
I've changed the value of IgnoreCrePath to 1. He doesn't stay behind anymore, but keeps spawning next or into me.Does this problem only occur if you spawn both NPCs? Yes, stupid mistake there. But it still doesn't work. I've put a delay of 5 (second...  [Read More]
Posted in: Script problems
 Tupac Amaru
07-12-2007, 10:41 AM
#3
I'm getting problems with certain scripts lately. There's one script which makes two NPCs follow me. Instead of following me, one of the NPCs is just spawning next to me whenever I take a few steps. Weird, because the other NPC follows me like he has...  [Read More]
Posted in: Music in a conversation?
 Tupac Amaru
07-06-2007, 7:28 PM
#3
To play music at the start of a conversation, put the name of the music file in the 'Ambient Track' field of the root node of the .dlg. The regular background music will not stop automatically, though. It has to be turned off with scripts. In TSL,...  [Read More]
Posted in: Sitting NPC
 Tupac Amaru
07-03-2007, 3:49 AM
#2
Try using SetFacing instead of SetFacingPoint. It only requires a single number as argument instead of a vector to have the NPC facing in a certain direction. For example, AssignCommand(OBJECT_SELF, SetFacing(180.0)); will make the character look to...  [Read More]
Posted in: PC on dialogs
 Tupac Amaru
06-13-2007, 11:53 AM
#2
Type PLAYER as participant for the dlg animation....  [Read More]
You would have to set some variables that keep track of the romance status. The script in this post should fix the romance problems: Silkfox fix (http://www.lucasforums.com/showthread.php?p=2355549#post2355549) Also read post #129 for a way to run it...  [Read More]
Excuse me, but you said 4 files need to be modified. There's only 3 pairs (+1 *.dlg file) in the zip. j04_c_ds_femstor.nss/j04_c_ds_femstor.ncs is missing.My mistake I listed that script. It isn't needed. It opens some dialog choices for female chara...  [Read More]
Does this also open the Silk Fox/Dawn Star 'threesome' romance for female PCs, or just the Dawn Star solo romance? If not, how would I go about enabling that?Yes, that works as well. (And can I use the toolset for NWN or NWN2 to compile the scripts?...  [Read More]
Apologizes, this is probably a dumb question but could I copy these to a text file then name them respectively? Or would I need to get a extractor tool to retrieve each file, then use some type of complier/decompiler?This is just the source code. You...  [Read More]
Anyone know what it would take to remove the Male/Female checks for Dawn Star, file name and could this be accomplished with a text editor?You need to modify the gender checks from a couple of scripts: j04_a_ds_romfem.ncs, j04_a_sf_dspcfem.ncs and j0...  [Read More]
Actually having 8 as a waitflag will do something. I changed the delay from 4 to -1 but left 8 as the waitflag and it just skipped the scene. I didn't investigate further so I'm not sure if having anything in the waitflag field with -1 in the delay f...  [Read More]
I came across those values in attwarn.dlg in 306NAR_dlg.erfI don't think WaitFlags 8 or 10 do anything in that cutscene. The game goes thorugh the nodes without a noticable delay. After removing the WaitFlags the cutscene played the same as before....  [Read More]
I see, I've always just scripted fades, KT is more user friendly than KGff. Also, I've seen WaitFlags set to 8 and 10 before, any idea what those values are doing?No idea. Do you remember in which files those values were used?...  [Read More]
Does anyone have a list of the integers that the "FadeType" function supports and what those integers do? While I'm asking questions... I don't suppose anyone knows what the "WaitFlags" field is for...FadeType: 3: make a fade in 4...  [Read More]