Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

tk102

Latest Posts

Page: 64 of 85
Posted in: Don't Kill them these one's are your friends
 tk102
11-22-2004, 12:05 PM
#8
(tk102 embraces the bliss that is the ignorance of pokemon)...  [Read More]
Posted in: Don't Kill them these one's are your friends
 tk102
11-22-2004, 7:47 AM
#2
I'm glad those scripts were workable! You should make up the special merchant or even a weird NPC that has a dialog that can sell you a grenade (subtracting gold via scripting). Then remove the auto-replenishing line from the 'byebye' scripts. That w...  [Read More]
And this one is useful: EffectVisualEffect(8000) //invisible in conjuction with the puff of smoke. But I suppose it's up to Darkkender what he wants to do even though this is a fun tangent to go off on. :)...  [Read More]
I agree that's a pretty easy solution. Then if the fight is over sooner, you can talk to the creature. :p Anyway you should be able to use the OBJECT_SELF shortcut instead of the GetObjectByTag function... it's faster, shorter, and more generic. A...  [Read More]
Ok. Let's try using the heartbeat event instead then... Try this for your Spawn script: #include "k_inc_generic" #include "k_inc_debug" void main() { GN_SetSpawnInCondition( SW_FLAG_EVENT_ON_HEARTBEAT); GN_SetDayNightPresence(...  [Read More]
For fine tuning, you may need to use the DelayCommand function on the CreateObject function. This will help synchronize the visual effect with the appearane of the creature. Likewise, you could do the same with the DestroyObject functon if you use a...  [Read More]
No problem. I like the idea of a 'canned creature' for use in battle. Hope it works!...  [Read More]
Regarding the GetSpellTargetLocation: Okay let me back up. Your grenade's .uti file will be just like another grenade's .uti except its Property Subtype will point a new row in the spells.2da file. Now in that new row of spells.2da, you'll change...  [Read More]
Sorry darkkender, I misposted. :) Anyway -- Location: as per k_sup_grenade.nss, you can spawn the creature at the location of the thrown grenade using the GetSpellTargetLocation function. Destroy At Combat's End: There's probably another way to do...  [Read More]
Correct me if I'm wrong Darth333, but grenades do not fire scripts... Never mind... I'll correct myself...(they do the k_sup_grenade script).....  [Read More]
Posted in: New MDLOps
 tk102
11-19-2004, 8:42 PM
#31
There is ALWAYS 1 more bug. Amen. I'm too far removed from modeling to be of much use, but I would be greatly interested if walkmeshes were effectively created using this latest version of MDLOps....  [Read More]
Posted in: search function disabled?
 tk102
11-09-2004, 12:32 PM
#9
Fair enough. You call it complaining, I call it reminding....  [Read More]
Posted in: search function disabled?
 tk102
11-09-2004, 12:21 PM
#7
I'd rather moderators and administrators also share the pain in not being able to Search....  [Read More]
DLGEditor v1.0.6 Released 11/21/04 - Fixed bug in AnimationList where Animation descriptions containing a space were not being recorded correctly - Added support for QuestEntry field. Thanks Xavier2!...  [Read More]
Posted in: Episode 2 A New Foe
 tk102
11-08-2004, 3:50 PM
#50
SWKOTOR uses Bink video for movies. You can download a Bink encoder from http://www.radgametools.com/bnkmain.htm These videos can be invoked using the StartNewModule function with the movie's name passed in the 3rd..9th parameter....  [Read More]
Posted in: What script makes a journal entry
 tk102
11-21-2004, 5:46 PM
#24
Too kind. You should be belittling me instead for leaving such a thing out. Hmm, maybe that's a marketing strategy I could use elsewhere......  [Read More]
Posted in: What script makes a journal entry
 tk102
11-21-2004, 8:51 AM
#21
BTW. I am assuming that "QuestEntry" is actually the field called Plotindex in the newest version of DLGEditor right? No. QuestEntry is a field that I need to add to DLGEditor. Journal entries are something I never tinkered with and I'm s...  [Read More]
Posted in: What script makes a journal entry
 tk102
11-19-2004, 7:10 PM
#17
Originally posted by Xavier2 Where should i place the new globals.jrl and globalcat.2da? Override or packed in the .mod file? Originally posted by Darth333 Override. What you pack in your.mod apart the .git , .are and .ifo files has to be module spe...  [Read More]
Posted in: Talk - Fight - Talk sequence
 tk102
11-17-2004, 1:31 PM
#3
I need to do the talk fight talk thing but I want it to be one of my party members to fight (not me). How could I do this? You can accomplish this by using different Faction values in the ChangeToStandardFaction function. In the script that inita...  [Read More]
Posted in: Talk - Fight - Talk sequence
 tk102
11-13-2004, 6:22 AM
#2
The order of your StartingList is important in determining how the dialog is evaluated. Here is how a .dlg might look within GFFEditor. StartingList - 0 - - Active: havefought - - Index: 1 - 1 - - Active: blank - - Index: 0 EntryList - 0 - - Text:...  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
11-21-2004, 6:41 PM
#36
Ah well then, the problem is with the dialog, the NPC's .utc, or the conditional scripts used by the dialog....  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
11-21-2004, 5:36 PM
#34
First of all, I love the code font you used. I'm doing that from now on. Second, nowhere in the script do I see where dialog is forced to begin for NPC1 or 2... do you mean that when you go up to NPC2 to talk, he's not talking back?...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 tk102
11-08-2004, 5:50 PM
#30
You could just combine the two dialogs into a single dialog and use the Speaker/Listener tags as necessary also....  [Read More]
Posted in: I created new dialog in KOTOR!!!
 tk102
11-08-2004, 10:31 AM
#25
Try using some script debug functions (http://www.lucasforums.com/showthread.php?s=&threadid=125847) to see whether or not your script is even being fired. Also, it almost always better to use a Trigger (.utt) object rather than the ARE itself,...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 tk102
11-07-2004, 6:46 PM
#23
The Speaker field is only necessary when you want a 3rd NPC to begin speaking. Like when you're talking to Mission and Zaalbar chimes in and they start bantering to each other. The Listener field behaves in a similar manner. If you just have your P...  [Read More]
Page: 64 of 85