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tk102

Latest Posts

Page: 55 of 85
Posted in: Mod Requests Thread (#3)
 tk102
01-28-2005, 9:22 AM
#138
In theory though, you could script-spawn your missing party members and everyone could gang-up for a fight, then leave them behind when you're done (because they won't follow you anyway.)...  [Read More]
Posted in: about new levels, is it legal?
 tk102
01-28-2005, 2:26 PM
#7
Yeah what a newbie, didn't he read the rules against advertising on these forums. Just kidding Feargus. We worship you. Please come back. It was a joke. :doh:...  [Read More]
Posted in: about new levels, is it legal?
 tk102
01-28-2005, 2:22 PM
#5
No, all I'm saying is that they allow the discussion of mods in their forums. If you call that support, well then I guess they support us. :xp:...  [Read More]
Posted in: about new levels, is it legal?
 tk102
01-28-2005, 1:28 PM
#2
Hello darco, welcome to the forums. I believe you read the EULA correctly. I'll refer you to this (http://www.lucasforums.com/showthread.php?s=&threadid=130740) thread where the topic was once discussed. The upshot of it was that mods made h...  [Read More]
Posted in: Spawning Items, Placeables and Creatures
 tk102
01-27-2005, 11:08 AM
#2
When spawning an object of any kind, it is important to take re-entry into consideration. Most of the time, you only want to spawn something once, so you have to come up with a way of determining ahead of time whether you've already spawned something...  [Read More]
Posted in: Achilles' Handy Tutorials
 tk102
01-26-2005, 10:30 AM
#1
The following are tutorials in .rtf format created by Achilles... Contents: Editing Items Using KotOR Tool Item Properties Non-script method for adding items to a placeable container Saber tutorial...  [Read More]
Posted in: Editing git files and rebuilding
 tk102
01-27-2005, 10:06 AM
#13
Can I use the same method to add extra stuff to a container that is already in the game Sure you can. The code is similar to what Redhawke posted. In that case, you wouldn't need the CreateObject function, but only the CreateItemOnObject function i...  [Read More]
Posted in: Editing git files and rebuilding
 tk102
01-26-2005, 4:58 AM
#5
As Redhawke mentioned, having .git file in your override can have side-effects. I recall that every time I entered the area, it was if I was entering it for the first time... people who had been killed were still alive, doors that were open were clos...  [Read More]
Posted in: Frequently used script functions
 tk102
01-25-2005, 1:18 PM
#1
How can I make a creature do something? // the some_action is a function that usually starts with "Action" AssignCommand(oCreature,some_action) How can I make something happen after awhile? fDelayInSeconds=2.0; DelayCommand(fDelayInSecon...  [Read More]
Posted in: Just an idea; not a question, request, etc...
 tk102
01-25-2005, 2:04 PM
#2
Yes that was actually one of the first tools used the KotOR modding community. I remember trying to use it last year at this time and gave up because the editor wouldn't work with KotOR in all areas, or because I didn't have it set up right, or becau...  [Read More]
Posted in: I give up on Gmax
 tk102
01-28-2005, 10:35 AM
#8
No offense meant by locking this, but this bird has no wings. Please use the mod request thread for request and/or post a Jedi Whiskers thread if there are updates worth mentioning....  [Read More]
Posted in: I give up on Gmax
 tk102
01-25-2005, 11:08 AM
#2
I missed the point of your thread. Sympathy? :violin: Mod Request? (there's another thread for that) Is there a reason not to lock or delete this?...  [Read More]
Posted in: Question about equipping a Hide on the Main PC
 tk102
01-25-2005, 9:11 AM
#14
No that would've caused a compile error. Darth333 was correct in her suggested use of the AssignComand....  [Read More]
Posted in: Properties of a Dialog File
 tk102
01-24-2005, 10:44 AM
#1
What would an RPG game be without dialogs? Aside from the richness they provide, dialogs are the easiest way to introduce scripts into your mod since every branch contains script fields. This thread provides some explanation as to the fields within...  [Read More]
Posted in: Random Vitality and Force Points
 tk102
01-24-2005, 9:29 AM
#2
In my experience with KSE, it seemed that the game kept resetting whatever MaxHP and MaxFP that I would set. So my hunch is that you will be stuck with the static .2da files and attributes as the determining factor for HP and FP. But I do see there...  [Read More]
Posted in: Table of Contents
 tk102
01-23-2005, 10:01 AM
#1
.2DA Editing Tutorials ------------------------ Appearance.2da walkthrough (TSL) (http://www.lucasforums.com/showthread.php?s=&threadid=148638) Walkthrough for heads.2da and portraits.2da (http://lucasforums.com/showthread.php?t=196778) [url...  [Read More]
Posted in: Merging globalcat.2da files?
 tk102
01-23-2005, 10:41 AM
#2
This is probably one of the safest .2da files to edit (as long as you don't delete anything). To merge, just grab the unique entries from each globalcat.2da file and put them all into a single globalcat.2da file. Row numbers don't matter! It's dou...  [Read More]
Posted in: Holowan Announcement!
 tk102
01-24-2005, 8:55 AM
#15
T7 quipped: IF you have any questions, comments or suggestions you can post them hereand Darth333 whispered: BTW, if anyone wishes to submit new tutorials or suggest changes to existing tutorials, just post it in the regular Holowan labs and PM a mod...  [Read More]
Posted in: SW : KotOR II characters in SW : KotOR I ?
 tk102
01-23-2005, 3:34 PM
#11
Thanks guys! Check this out: :lock: (Nobody dances as good as this guy.)...  [Read More]
Posted in: SW : KotOR II characters in SW : KotOR I ?
 tk102
01-22-2005, 3:34 PM
#7
Originally posted by reiella The model format in TSL is different from the one in KOTOR. So it's not even something as simple as copying overrides/etc over. It's importing and re-exporting the models/textures in question to the appropiate format and...  [Read More]
Posted in: Script that activates from multiple deaths
 tk102
01-25-2005, 1:45 PM
#10
(I removed the erroneous &&) I guess it's time to try the SendMessageToPC function to see whether or not the scripts are being fired. Insert this before the SetLocalBoolean function. SendMessageToPC(GetFirstPC(),"OnDeath Script Fired...  [Read More]
Posted in: Script that activates from multiple deaths
 tk102
01-25-2005, 11:39 AM
#8
Strange. Maybe this would work: void main () { SetLocalBoolean(OBJECT_SELF,3,TRUE); if ( GetLocalBoolean(GetObjectByTag("NPC1_tag"),3) && GetLocalBoolean(GetObjectByTag("NPC2_tag"),3) && GetLocalBoolean(GetObject...  [Read More]
Posted in: Script that activates from multiple deaths
 tk102
01-25-2005, 10:50 AM
#6
Maybe the enemies are disappearing (body fading) before the fight is over? In that case the GetObjectByTag function would be returning OBJECT_INVALID. To circumvent this, you could toss in the following line of code before the if statement: SetIsDes...  [Read More]
Posted in: Is it just me, or is that chick wearing a jedi cloak?
 tk102
01-24-2005, 1:27 PM
#64
You're right Bol_Stryke, this thread has run its course, especially considering Seprithro's last post. And Lord knows these controls are a burning a hole in my pocket. Sep, if you want it unlocked for some sense closure later on or whatever, PM one...  [Read More]
Posted in: Rapid Transit System on custom made planets
 tk102
01-23-2005, 8:05 PM
#4
Secondary copy of Kaspian's .ncs/.nss/.utw files....  [Read More]
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