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.
 

stoffe

Latest Posts

Page: 39 of 80
Posted in: permenantly stun an NPC on spawn?
 stoffe
02-10-2007, 8:34 PM
#4
What if I spawned it using the module editor? Can I add the third line to the .utc's OnSpawn script? It should work if you add the last line from the above script to the OnSpawn, and substitute oNPC with OBJECT_SELF on that line. Just keep in mind t...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 stoffe
02-10-2007, 7:16 PM
#2
Two years, and I still suck at modding... How does one cause an NPC to appear stunned (and stay that way) as soon as they're spawned? Do you spawn the NPC from a script? In that case you can apply a Stun effect to it right after you've spawned it, f...  [Read More]
both it seems i get errors for k_pebn_galaxy.nss and no result for k_inc_ebonhawk.nss Uh, did you read the post I just made above? It addresses both issues. :)...  [Read More]
If i can't compile it then what do you suggest? Can't compile what, k_pebn_galaxy.nss or k_inc_ebonhawk.nss?...  [Read More]
i can't compile the k_pebn_galaxy.nss and the k_inc_ebonhawk.nss files i get these errors: k_inc_ebonhawk.nss(209): Error: Function "EBO_PlayTakeOff"'s prototype doesn't match the declaration k_inc_ebonhawk.nss(243): Error: Function "E...  [Read More]
Posted in: Npc walking to object
 stoffe
02-11-2007, 12:48 PM
#9
Okay. Stupid me. Forgot to change the tag in the .git file. Thanks. Oh yeah, how can I make the NPC do an animation before opening the door? (Like Atton when he's in the cockpit of the EH) Should work to insert an action playing an animation brief...  [Read More]
Posted in: Npc walking to object
 stoffe
02-11-2007, 12:23 PM
#7
-Do I need to make the door a "plot item"? -Do I need to make the NPC opening the door a "speaker" or a "listener" in the dialog or neither? -Do I need to delay the node so the script has time to activate? The script sh...  [Read More]
Posted in: Npc walking to object
 stoffe
02-10-2007, 10:36 AM
#4
I get the "Invalid door target for NPC1" in the Feedback. Because the tags of all the doors in the module were the same, I changed the one the NPC needs to walk to to "Hammerhead2". Besides that, I've made a node without text fo...  [Read More]
Posted in: Npc walking to object
 stoffe
02-09-2007, 5:07 PM
#2
Need help with a script (again). I want an NPC to walk to an object (a door), then use an animation and opening that door. All this happens in dialog. I first tried to make the NPC walk to the door using this script Are you in conversation with the...  [Read More]
Posted in: Scripts.
 stoffe
02-11-2007, 9:07 AM
#14
i used the above scripts in the correct fashion, but then realized that the new dlg string should only play once as well, be fore moving on to a totally new dlg string. If I understand what you want to do correctly you could change the script checki...  [Read More]
Posted in: Scripts.
 stoffe
02-10-2007, 10:26 AM
#12
could you give me a script that will after an event,(such as the PC getting a data pad) will make a custom npc have a differents diolog option, and delete the old dialog. for instance my npc right now will say. npc: yes sir, i am ready to serve. bu...  [Read More]
Posted in: Scripts.
 stoffe
02-09-2007, 8:36 PM
#10
oh, sorry. i'm using. void main() { object oItem=CreateItemOnObject( "droid_data", GetFirstPC()); } Nothing wrong with the script itself (though the object reference assignment is unnecessary since you never use it for anything), so the p...  [Read More]
Posted in: Scripts.
 stoffe
02-09-2007, 8:27 PM
#8
i'm trying to add a custom datapad to the game. i want the droid shop owner to give it to me, but when i go through all the dlg options, no datapad appeirs i the game. . . What script are you using to give the datapad during the dialog?...  [Read More]
Posted in: Scripts.
 stoffe
02-09-2007, 4:48 PM
#6
My game is uninstalled and I can't check but on the same principle mentioned by stoffe, wasn't there also a standard script called k_act_talktrue (or a similar name in both K1 and K2) that will ensure that a dlg branch is fired only once? This may...  [Read More]
Posted in: Scripts.
 stoffe
02-09-2007, 11:47 AM
#3
If it's used for ensuring that certain dialog nodes only fire once, but aren't otherwise related to some quest or story event that needs to be checked for elsewhere I'd recommend using Local Booleans set on the NPC you talk to instead, reducing needl...  [Read More]
Is it at all possible for someone to give me a script sample that puts a new item into the character's inventory, then immediately puts it in the character's "hide" slot? It needs to be able to work in a dialogue. The idea here is that you'...  [Read More]
Posted in: Left Handed-ness
 stoffe
02-08-2007, 8:14 AM
#4
As far as I know this is not possible to do. To my knowledge the game engine supports a limited set of animation "slots" for each model. So while you theoretically could modify the animation supermodel to mirror all the animations (which I...  [Read More]
Posted in: 2 npc's leaving at once.
 stoffe
02-08-2007, 3:46 PM
#4
Just a few things I noticed: You shouldn't wrap SetCommandable(FALSE) in a ActionDoCommand() function call in this case, that would negate the reason you use it in the first place. You want to lock the action queue after you've filled it to ensure t...  [Read More]
Posted in: [K1]Party Interjections...
 stoffe
02-08-2007, 7:59 AM
#5
Unfortunately this isn't an option because of the cloning issues you will have on the Ebon Hawk. If you don't have the new recruit using one of the party NPC tags you will have multiple clones of the new NPC on the Hawk as the module clears the NPC...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 7:55 PM
#38
Everything is filled in correctly. No typos, neither in the scripts nor in the 2DA. The name of the scripts are no longer than 16 char.,and in the dialog file, the script has the correct name. But I was wondering, do I have to put something in the St...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 7:00 PM
#36
On the other hand, the Value line also worked, but gave "Value=False". So I did something wrong with the variable then? If you have run the script that should enable the trigger then the global variable should be set to TRUE. If it's not,...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 3:22 PM
#33
Nothing appears in the Feedback when I put the debug line between the two If-statements. Hmm, strange. Try replacing the line... if (GetEnteringObject() != GetPartyLeader()) ...with... if (GetEnteringObject() != GetFirstPC()) ...and see if that...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 2:18 PM
#31
No, it doesn't... Hmm, strange. Insert the debug feedback printout between the two If-statements at the top to see which of the conditions is blocking the script execution... Also try adding this debug line at the top of the script: SendMessageToPC...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 1:53 PM
#29
The NPC already exist in the area. Something of possible importance is that the dialog file can't be attached to him because he already has another dialog file. Not that this is a problem, because with the script you gave me before, the dialog file d...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
02-10-2007, 12:04 PM
#50
I have a question to the Language Converter. Is there a posibility to convert the languages of all files in a folder without choosing each file via hand? Yes it is possible to convert all files in a folder if you use it in bulk mode. Do do this yo...  [Read More]
Page: 39 of 80