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gameunlimited

Latest Posts

Page: 2 of 7
Posted in: Need Help With NPC Script
 gameunlimited
03-29-2004, 6:55 AM
#10
So have you got the problem solved? If not, I have a suggestion on how you can handle this situation: void main() { DestroyObject(GetObjectByTag("kor_calo")); CreateObject(OBJECT_TYPE_CREATURE, "n_newcalo", GetLocation(GetFirstP...  [Read More]
Posted in: Need Help With NPC Script
 gameunlimited
03-29-2004, 5:21 AM
#8
Try naming your utc file unique. Make sure the FactionID is set to 2 in the utc file. Then use this script: void main() { RemoveAvailableNPC(NPC_T3_M4); AddAvailableNPCByTemplate(NPC_T3_M4, "unique_name_here"); } To troubleshoot your pr...  [Read More]
Posted in: Need Help With NPC Script
 gameunlimited
03-29-2004, 3:16 AM
#6
I am pretty sure I might be able to help you with this problem. But I am not clear exactly on what you are doing here. Perhaps you can describe a bit what you want to accomplish, where and when? Maybe even you can put your whole script in here. I wil...  [Read More]
Posted in: Is it possible to........
 gameunlimited
03-27-2004, 1:33 AM
#3
No it is not possible. We have no knowledge of how the model files work yet. Sorry for the late answer. One reason people are not answering must be because this has been asked so many times, and there was one thread not too long ago that asks what y...  [Read More]
Posted in: The Incompatiblity Problem
 gameunlimited
03-26-2004, 10:25 PM
#4
There is one way that will clear out the problem with the ncs files. You can call a different script in the spells.2da file. It is under the "impactscript" column. For example my newer version force replication. In the spells.2da, it calls...  [Read More]
Posted in: Use of force choke on non hostile npcs
 gameunlimited
03-27-2004, 11:50 PM
#28
They are listed in nwscript.nss. There are a bunch of constants defined at the first part of the file. In this case, the script only calls for visual effects and animations without doing any damage. If you want to kill, you have to add a damage eff...  [Read More]
Posted in: Use of force choke on non hostile npcs
 gameunlimited
03-26-2004, 7:57 PM
#12
Glad it works, tell me if your mod is ready, I would like to give it a try. When I was creating that script, I was tempted to give the force power more nasty and cruel effects, lol. Would be cool if I can teach that Hutt some lessons, complete with l...  [Read More]
Posted in: Use of force choke on non hostile npcs
 gameunlimited
03-26-2004, 2:06 AM
#7
I assume you know how to call script from dialog. If so, here is the script for the choke effect: void main() { ActionPauseConversation(); AssignCommand(GetFirstPC(), ActionCastFakeSpellAtObject(FORCE_POWER_CHOKE, OBJECT_SELF)); //This line above...  [Read More]
Posted in: Use of force choke on non hostile npcs
 gameunlimited
03-26-2004, 1:43 AM
#6
Darth, perhaps you can use the script that T7 mentioned. Saves us some trouble if it works. Tell me if it doesn't, I will be glad to make the script for you....  [Read More]
Posted in: Use of force choke on non hostile npcs
 gameunlimited
03-26-2004, 12:53 AM
#3
Force Choking objects (or any other effect or animation) during a cutscene or dialogs are simple enough. I can help you with that. However, making the spells to be selectable just like while you are in combat without changing their faction id is anot...  [Read More]
Posted in: dual-colored saber?
 gameunlimited
03-25-2004, 8:53 AM
#9
I even used to create a cool effect by putting different color on the different leaves on the same saber. It will be like different color from different angle. It is kinda cool :)...  [Read More]
Posted in: Uhhh, Anchorhead we have a problem...
 gameunlimited
03-25-2004, 1:59 AM
#5
The scripts that I mentioned were already compiled and I don't think that Bioware provides us with the uncompiled version. So the best bet is still to edit the creature file itself....  [Read More]
Posted in: Uhhh, Anchorhead we have a problem...
 gameunlimited
03-24-2004, 10:38 PM
#3
A very easy solution to this problem is to make sure that the Tag field is set to the same as whatever NPC party member you replace. This problem is caused by the Ebon Hawk module. Whenever you enter the Ebon Hawk, the module will call for a script...  [Read More]
Posted in: adding spells to items???
 gameunlimited
03-26-2004, 7:57 AM
#8
Originally posted by i like commas and when i tried making an all new force power i was able to get an icon for the power to appear in the hostile force powers menu, but when i clicked it nothing happened Cool then, making the script for the force...  [Read More]
Posted in: adding spells to items???
 gameunlimited
03-26-2004, 12:48 AM
#6
Have you been able to make the force power selectable in the game interface? If so, adding the correct force power script to it would be easy enough. I have not tried to put a spell into an item yet....  [Read More]
Posted in: script complation torture
 gameunlimited
03-25-2004, 3:10 AM
#12
Unless you get the "Error: Unable to open input file "recruit_rodian.nss"." error message, most probably the problem is not the compiler anymore. Any other error messages most probably are caused by errors in the script itself....  [Read More]
Posted in: script complation torture
 gameunlimited
03-23-2004, 6:46 AM
#4
Do this, this is what I have in my computer. Go to your Kotor directory, not the override directory, I am talking about the main KotOR directory. Open a notepad and type this: NWNNSSCOMP -v1.00 -co Override\* Override\ pause Save the file as &...  [Read More]
Posted in: Where the hell is everyone???
 gameunlimited
03-23-2004, 6:36 AM
#6
T7, you mean there are more VOs that the game contains but are not accessible through normal playing? That would be cool if there are indeed some. I have never played a female character to a completion, so I am not too sure how is the ending like but...  [Read More]
Posted in: Where the hell is everyone???
 gameunlimited
03-22-2004, 10:30 PM
#4
I was working on one rather big project. However, that project had to be cancelled since the story writters are very busy with their work. I have not heard from them again even until now, so basically that project is cancelled now. I am not working...  [Read More]
Posted in: .ncs decompiler?
 gameunlimited
02-22-2004, 10:09 PM
#2
generally, compiled programs are not decompilable back into the C language programming. I dont think the ncs file is any exception. So I dont think it can be done. But I might be very wrong as I am no programmer....  [Read More]
Posted in: Question?
 gameunlimited
02-22-2004, 5:06 PM
#18
I do not usually decompile scripts. It will not be possible to convert back a compiled script into a source code. What I do is just to take a look at the file BIFs --> Scripts. There contains the uncompiled scripts of some scripts (not all) that i...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 gameunlimited
03-22-2004, 7:45 AM
#441
Very cool, Fred! Keep up the good work Just wondering, what language and program do you use to create Kotor Tools? I have never gone into windows programming before. Do you have to create the windows, button, tabs, textboxes, etc from scratch or is...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 gameunlimited
03-06-2004, 9:21 AM
#397
I second that. Thanks for all your work man! :D...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 gameunlimited
03-22-2004, 8:45 AM
#191
Very cool, Fred! Keep up the good work Just wondering, what language and program do you use to create Kotor Tools? I have never gone into windows programming before. Do you have to create the windows, button, tabs, textboxes, etc from scratch or is...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 gameunlimited
03-06-2004, 10:21 AM
#147
I second that. Thanks for all your work man! :D...  [Read More]
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