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[TSL]Disabling rapid transit

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 Soulforged
12-09-2006, 1:53 PM
#1
I've been looking for an hour now through the forum and didn't found anything related (except for a thread with the exact same title but wich talked about KOTOR and not KOTOR II). I wish to disable it globally, not just in some locations. I've been looking for the script wich controls this but so far so good.
The reason for doing this is simply that I believe Rapid Transit makes things far too easy and is counter roleplay. What I do wish is to conserve the healing effects of entering the hide out or the Ebon Hawk, I just want the Rapid Transit out.
 Darth InSidious
12-09-2006, 2:43 PM
#2
^I thought rapid transit was already disabled in TSL?

If not, where is it on the GUI? I've never noticed it...
 stoffe
12-09-2006, 2:56 PM
#3
I've never seen any "Return to base" rapid transit function in TSL either. :confused:

If you mean being able to switch party members "in the field" that is governed by the "Unescapable" flag set in the ARE file of an area. It can also be toggled via scripting using the function SetAreaUnescapable(). If set to TRUE (1) the player will not be able to access the party selection screen in that area.
 Soulforged
12-09-2006, 3:09 PM
#4
I've never seen any "Return to base" rapid transit function in TSL either. :confused:

If you mean being able to switch party members "in the field" that is governed by the "Unescapable" flag set in the ARE file of an area. It can also be toggled via scripting using the function SetAreaUnescapable(). If set to TRUE (1) the player will not be able to access the party selection screen in that area.
Yep sorry for the trouble :( . You both are right, I didn't have time to test my mod throughly yet so I thought there was some kind of rapid transit, at least that's what my memory said. But you were right. Thanks.
 Elven6
12-09-2006, 3:45 PM
#5
Telos has Rapid Transit, if you use a console!
 Gamer6432
12-10-2006, 7:21 PM
#6
Yeah, no RT in TSL. Though I seem to recall the game manual saying it was still there...
 knightmare66
12-10-2006, 8:59 PM
#7
Maybe the code for it is in the .exe, but just needs to be added to a .gui file. Then again, there's probably no defined hideout area for Peragus and Telos.
 SithRevan
12-10-2006, 10:46 PM
#8
Maybe the code for it is in the .exe, but just needs to be added to a .gui file. Then again, there's probably no defined hideout area for Peragus and Telos.

Actually on the contrary there is a defined hideout for both Peragus and Telos. Peragus's being by the Kolto tank where you first spawn and Telos's in the apartment module 086 that Grenn gives you.
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