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Xavier2

Latest Posts

Page: 5 of 8
Posted in: Scripts fired after dialog end
 Xavier2
12-01-2004, 4:47 PM
#1
I have a script like this attached to a dialog branch to load a new area: void main() { StartNewModule("AREA51"); } It happens i need the script to fire a minute after the dialog finishes, not right away. Is it possible? and how should...  [Read More]
Posted in: Script to unlock a door
 Xavier2
12-01-2004, 2:37 PM
#1
What is the script to unlock a door using a global plot number? I.E. Unlocks the door after GlobalNumber = 3? Where should i place it in the door utd?...  [Read More]
Posted in: Giving movements to created models?
 Xavier2
12-01-2004, 1:37 PM
#29
Originally posted by DarkBlade2Z I don't think they would give up that information willingly :D And building a new droid was just an example, because it was the first thing to pop into my head. I tried last night to make a custom Droid with the n...  [Read More]
Posted in: Question about Padawan mods
 Xavier2
11-30-2004, 2:40 PM
#7
Thanks to you all:)...  [Read More]
Posted in: Question about Padawan mods
 Xavier2
11-30-2004, 12:49 PM
#1
Since i haven't played till Dantooine with the Padawan mods available around (Talchia's, Achiles and Griff Vindh, there i know of), does any one knows if and how they affect the rest of the game in general and Jedi training and advancement in particu...  [Read More]
Posted in: A question to the community.
 Xavier2
11-25-2004, 2:16 PM
#4
Originally posted by Mono_Giganto I've read through that so many times and yet it still leaves me clueless with what I'm doing. :rolleyes: :p For any other model, I would sit there and look through that until it made sense to my mind, but this one a...  [Read More]
Posted in: About Camera Angles
 Xavier2
11-24-2004, 7:14 AM
#1
I was thinking if anyone has already made a list of all camera angles during dialog and their positions? If so please post the ones you know about....  [Read More]
Posted in: PC head request
 Xavier2
11-23-2004, 4:28 PM
#2
Originally posted by CodeDrifter I was wondering if anyone would be willing to make a Luke Skywalker head via either reskin or modeling. Head modeling is not possible right now. The skin is another matter. I don't know if it would look good. Luke h...  [Read More]
Originally posted by Darth333 err..the script that tk102 gave you will give credits to your PC (after all it says "GiveGoldTo" ;) ) If you want to take credits from the PC it would be: void main() { object oPC = GetPCSpeaker(); //set to...  [Read More]
Originally posted by tk102 The GiveGoldToCreature function is what you're looking for... void main() { //easiest 100 credits you'll ever see... GiveGoldToCreature(GetFirstPC(),100); } Thanks tk102. But i actually need the code to make the creature...  [Read More]
I was able to find in KT scripts.bif the scripts to take credits from you but none to give credits. Which ones are those? Or at least their code? Also i have found the scripts that detect the charisma level, but non to detect skill points. Like comp...  [Read More]
Originally posted by kampher Not sure what you mean by "sorting" I just opened up my app.2da and put the values in myself. I remember a long time ago I used to have this problem when I tried to get the hoodless revan robes into the plug-in...  [Read More]
Originally posted by kampher I seem to be having a bit of trouble combining this mod with the holowan-plugin. I edited all the values to 107, Untill I realized that had already been used by another mod in the plug-in. So instead, i changed the value...  [Read More]
Posted in: What script makes a journal entry
 Xavier2
11-23-2004, 4:32 PM
#25
Originally posted by RedHawke Xavier2, To help with your questions; (Though I could be wrong. :D ) 1. A: The ID numbers I used followed the general format of the global.jrl, they started with a 10 and progressed by tens, 20, 30, 40, etc. I am of t...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-29-2004, 9:09 PM
#46
Originally posted by Darth333 Use the ExecuteScript function. You'll find a tutorial here: http://www.lucasforums.com/showthread.php?s=&threadid=137370 I also sent you a script to spawn a door that was using this a few weeks ago. Forgive me if...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-29-2004, 8:45 PM
#44
Originally posted by Darth333 ok, I assume you now know how to track a plot with Global Variables. The script would be something like this: { int nPlot = GetGlobalNumber("MY_PLOT"); if (nPlot == 1) { if(!GetIsObjectValid(GetObjectByTa...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-29-2004, 8:07 PM
#41
Is there a script to spawn a certain npc in a new modded area, but only if he hasn't been killed in a previous one?...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-23-2004, 5:18 PM
#40
Originally posted by Darth333 You don't need a script to get this working unless you want your npc to walk up to your PC and automatically start the dialogue (I did not put this in the script above but it can be added). It is very likely a problem...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-22-2004, 7:02 AM
#38
Originally posted by darkkender If I was to guess I would say that you either don't have the dialogue that will be used typed right in the utc file, or the dialogue itself has some sorta of mixup in it's tree(i've had this happen), or if the dialogu...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-21-2004, 5:45 PM
#35
Originally posted by tk102 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 ta...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
11-21-2004, 5:13 PM
#33
I am having a spawning problems: 1. I have succesfully spawned 2 npcs in Tatooine docking bay using this script by Darth333: void main() { object oEnter = GetEnteringObject(); object oNPC1 = GetObjectByTag("tat17_NPC1"); object oNPC2 = GetO...  [Read More]
Posted in: A guide to "new area" creation
 Xavier2
11-30-2004, 4:38 PM
#36
I still can't figure how doors work in new areas. It is pretty straight forward to make a door allowing you to get out of an area, but how and where can i place specific coordinates when the PC's are entering a new area?...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-23-2004, 9:47 AM
#868
Originally posted by Darth333 Sounds good! It's a good idea to include this unused area of Taris! Having an outdoor area such as Taris upper city or Manaan would be nice too... My call would go for Manaan. I think that is the coolest planet on Koto...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-22-2004, 6:23 AM
#861
Originally posted by Fred Tetra I decided it was time for a new map for the Module editor, so I built one for tar_m11aa, the Hidden Bek base. Here's a link to a screenshot so you can all see how it looks so far: tar_m11aa preview (http://img64.exs...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 Xavier2
11-29-2004, 7:01 PM
#31
I am having a problem with a dialog i have attached to a Landspeeder placeable. I am trying to do more or less the same as the game does in that Mandalorian side quest in Kashyyyk, but the dialog doesn't triggers. I checked the dlg file with a GFF Ed...  [Read More]
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