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stoffe

Latest Posts

Page: 40 of 80
Posted in: [K1]NPC exit script problem
 stoffe
02-06-2007, 11:26 PM
#5
When spawning an NPC, how do you get their approach to be viewed as a cut-scene? (ie: you are unable to move during the time they're running up to you) You start the dialog immediately before the NPC moves to you. Add a blank dialog entry first wi...  [Read More]
Posted in: [K1]NPC exit script problem
 stoffe
02-06-2007, 10:24 PM
#2
I don't know if it makes a difference to your problem, but you should remove ActionDoCommand() from ActionDoCommand(SetCommandable(FALSE,oNPC));. ActionDoCommand would put it in the action queue, thus it would only get triggered after all the other...  [Read More]
Posted in: Ethics and Religion
 stoffe
02-06-2007, 9:59 PM
#13
Mod note: Everyone, please keep the discussion friendly. Respond to the arguments, do not attack the person presenting them if you disagree with their views. Further, please make an effort to use proper words and punctuation. This is not a chat roo...  [Read More]
Posted in: Help, please...
 stoffe
02-07-2007, 11:53 AM
#7
Just looked. Nothing of the sort running. In which file is it scripted? If you mean which script checks how wounded the Handmaiden is and stops the fight when she reaches 1 VP, that's done in k_oei_userdef in the custom OnDamaged event. This event i...  [Read More]
Posted in: Help, please...
 stoffe
02-07-2007, 7:04 AM
#5
Yeah, I've tried. I've also tried modding the game with KSE and removing the other mod. Now, all fights with Handmaiden are never ending. Kinda sucks. Is the Handmaiden equipped with any items that provide increased health regeneration, or do you us...  [Read More]
Posted in: Help, please...
 stoffe
02-06-2007, 9:34 PM
#3
As far as I know this is a bug that can happen sometimes. Have you tried reloading a savegame from before the fight? I don't think the Handmaiden choice for female exiles Mod makes any changes to the sparring matches you have with the Handmaiden....  [Read More]
Posted in: [K1]Scripting help - inventory
 stoffe
02-05-2007, 3:37 PM
#4
Just for future reference, how does the script differ if you actually want to move the item? You'd replace the DestroyObject() line with... ActionTakeItem(oItem, GetFirstPC()); ...provided that the conversation owner is the NPC who should receive...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 3:11 PM
#21
The NPCs have managed to fight a little while longer, but still stop at some point during the attack. Weird. But maybe that was because this time, I wasn't fighting. I thought that because the NPCs began fighting without the PC fighting, it didn't ma...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 2:14 PM
#19
I was fighting (after cheering on the sidelines :) ). As soon as I begun to fight, the NPCs also begon to fight, but only for one round. Hmm... Try changing the second parameter to GetIsInCombat() to FALSE (it's TRUE now) and see if that makes a dif...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 1:42 PM
#17
Okay, great, it works. Funny thing, though, is that they attack one round, and then stop. What's the problem? Are you attacking the enemies, or just standing cheering on the sidelines? :) I got the impression you only wanted the NPCs to attack enemi...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 1:17 PM
#15
Is that for when both are involved in the convo, or doesn't that matter? If it doesn't, then it didn't work with me. It doesn't matter where that script is run from, as long as two characters with the specified tags exist in that area when the scri...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 11:52 AM
#13
Okay thanks. The NPC follows me correctly now, btw. One other question though: If I want more than one NPC to follow me, I need to "substitute OBJECT_SELF with an object reference to that character instead.", like you said before. I don't...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 11:00 AM
#11
Oh yeah, of course. But I don't see the OnCombatRound in the .utc file. There's OnAttacked and OnEndRound though. It's ScriptEndRound if you go by the GFF field labels in the UTC file (since field labels can be at most 16 characters in length). That...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-06-2007, 10:17 AM
#9
That first script didn't work, at least not with me. The NPC still follows me from as soon as I enter the module. Oops, seems like I got one negation too many in the script. Remove the ! character on the line... && !GetLocalBoolean(OBJECT_...  [Read More]
Posted in: I need some help to make NPCs follow
 stoffe
02-05-2007, 6:47 PM
#7
If I may, I too have a question regarding Henchmen. If I wanted an NPC to follow the PC after a conversation, how do I do that? You can do this by making a heartbeat script that checks if a variable has been set, and only follows the player while...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 1:37 PM
#27
Done that, and it says "DEBUG:TRIGGER RUNS!". So it's properly configured, but it still doesn't want to activate the dialog. Hmm... then I would guess that either the tag of the NPC or the name of the DLG file is set incorrectly. Also, hav...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 1:11 PM
#25
Okay, so the ERF Builder works again. Scriptnames were obviously the cause of the error in KT. Bad news is that the trigger still doesn't want to activate (Dialog doesn't start). Have you added the new global boolean variable to globalcat.2da, and s...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 12:45 PM
#22
When It just didn't want to work with Kotor Tool, I used your ERF/RIM Editor. It packed the files without problems, but in-game, the trigger didn't work. I still think that the crashes of the ERF Builder are due to something I've done wrong, not du...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 12:25 PM
#20
It's strange, because it has always worked. I've never had this problem, and I'm using that ERF Builder for a while now, always with the same .mod file. Have you tried exiting KotorTool, restarting it and trying again? At least on my computer KT has...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 12:12 PM
#18
Weird. The ERF builder crashes when I attempt to create the .mod file. Could it have something to do with the trigger? It gives as a reason of the error the following: "Index was outside the bounds of the array." The ERF Builder in KotorTo...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 11:58 AM
#16
Yes. That's my intention. But then the trigger has to be activated in the conversation. Doesn't it need another script that activates that trigger? Yes. The one I posted in the previous post should do the trick. :) The trigger script checks if the g...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 11:43 AM
#14
Hmm, wait, that's for a convo that starts when entering the trigger area, not? But to activate that trigger, I first need another script, containing a Global Variable, not? How to do that? Yes? I was under the impression that you wanted the trigger...  [Read More]
Posted in: .git made trigger
 stoffe
02-07-2007, 11:27 AM
#12
Okay, the OnEnter script of the trigger is the script that triggers when you enter the trigger-area, isn't it? If I need a script that starts a dialog, implemented with the variable, how do I do that? You mean an OnEnter script for the trigger (fir...  [Read More]
Posted in: .git made trigger
 stoffe
02-06-2007, 8:19 PM
#10
How do I place a trigger so that it's inactive until after a dialog? You can add a check to the OnEnter script of the trigger that aborts the script if a global boolean variable has not been set. Then you set that Global Boolean in your dialog when...  [Read More]
Posted in: Views on Jedi
 stoffe
02-06-2007, 6:40 PM
#246
Mod note: This discussion was starting to branch off in a direction that had little to do with the topic of this thread. I've split those posts into a separate thread, found here (http://www.lucasforums.com/showthread.php?t=175384), if you want to co...  [Read More]
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