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moda

Latest Posts

Page: 1 of 2
Posted in: ForcePushed(); effect not working
 moda
03-25-2011, 1:10 PM
#3
yes, i have also tried using DelayCommand(); to make the damage portion fire after the push has finnished but that only causes my game to freeze nevermind managed to fix included below is the source i used incase anyone has trouble with this sort o...  [Read More]
Posted in: ForcePushed(); effect not working
 moda
03-25-2011, 12:29 PM
#1
I am trying to make a power which should push the target some distance away before doing damage, as it stands the push effect is not being applied pvoid main() { object oCaster = OBJECT_SELF; if( GetGoodEvilValue( oCaster ) < 51 ) { int nForce,...  [Read More]
Posted in: Default value of global variable
 moda
11-13-2010, 1:23 PM
#1
is it possible to set a default value to a global variable without using a script to declare the value ? failing that can someone give me a name of a script that runs at the beginning of a new game or one that is run frequently...  [Read More]
Posted in: Using EffectForceJump
 moda
11-09-2010, 2:41 PM
#1
Hi simple question does Effectforcejump move the user to a location or does it merely act like a flag. Second question what is the animation name for the force jump action. Third question is it possible to make a power that works essentially like...  [Read More]
Posted in: Force Forms
 moda
08-29-2010, 10:22 AM
#1
i think i mentioned this some time ago, but most force power mods wont use the effects of force forms, and some of these are from simple mistakes. please people remember to use the "Sp_Calc" functions when making your force powers, there is...  [Read More]
Posted in: Scripting A Force Power "Recharge Time"
 moda
08-29-2010, 10:25 AM
#2
quite easily... just need to make a boolean variable and link a timer to it, while the bool is true the power can be used, when you use the power it sets the bool to false and waits till it is set to true again so it can be used. while during this ti...  [Read More]
Posted in: The weakness of player made force powers
 moda
01-26-2010, 9:12 AM
#1
through my research into force forms i have made a discovery of relatively agitating levels. about 60% of player made spells do not get damage bonuses from force forms. this is because in most cases they are lacking the Sp_CalcDamage function from...  [Read More]
Posted in: Psuedo Force Forms
 moda
01-26-2010, 8:36 PM
#5
i added it directly to k_inc_force, then i went and recompiled all force power scripts for all mods to allow them to use the form. have now worked out another way which involves the use of a global number variable as a multiplier for offense force po...  [Read More]
Posted in: Psuedo Force Forms
 moda
01-26-2010, 2:55 AM
#3
yes and it is relatively simple to build on this and make additional force forms. the trouble comes from attempting to set a time limit. that is the part which is causing me trouble i mean i tried inserting the following as part of a new spell els...  [Read More]
Posted in: Psuedo Force Forms
 moda
01-26-2010, 1:30 AM
#1
is it possible to make a duration based ability which will act as if it were say force potency, i.e. boost the damage done by force powers, for a timed duration ?...  [Read More]
Posted in: Conditional script please
 moda
01-25-2010, 6:19 AM
#6
its what force powers such as Force storm use to set the levelcap to prevent the power from becoming one hit kill on everything when you go beyond level 10. so i would assume that every level adds 1 to your hit dice which is then used as part of dam...  [Read More]
Posted in: Conditional script please
 moda
01-24-2010, 9:42 PM
#2
getlevelcreature command should be able to find the level of whoever it is used on...  [Read More]
Posted in: Remove Item script
 moda
01-25-2010, 6:21 AM
#10
i tried rewriting it as void main() { object oPC = GetSpellTargetObject(); int nSubtract = 1; int nRand = d3( 1 ); int int3 = 1; object oDestroy = GetFirstItemInInventory( GetFirstPC() ); int count = 0; while(GetIsObjectValid( oDestroy ) ) { i...  [Read More]
Posted in: Remove Item script
 moda
01-24-2010, 9:39 PM
#9
which it doesnt :(/// the logic is flawless it just doesnt work...  [Read More]
Posted in: Remove Item script
 moda
01-24-2010, 6:21 PM
#7
as you can see my code is a tad heavy on nested statements, but that was the way i learned back in the day...  [Read More]
Posted in: Remove Item script
 moda
01-24-2010, 5:52 PM
#5
yes but that will destroy all chemicals in my inventory edit heres my current code void main() { object oPC = GetSpellTargetObject(); int nSubtract = 1; int nRand = d3( 1 ); int int3 = 1; int inte = 1; int destroy = 500; object oDestroy = Ge...  [Read More]
Posted in: Remove Item script
 moda
01-24-2010, 4:14 PM
#3
but i need to destroy 500 chemicals not 1...  [Read More]
Posted in: Remove Item script
 moda
01-24-2010, 1:04 AM
#1
i cant think of a way to remove 500 chemicals of a character with scripting. i tried a while loop, and remove item script command but it wouldn't registered the chem_00001 item as valid for removal. please helps...  [Read More]
Posted in: Roleplay Force Powers
 moda
11-14-2010, 3:24 PM
#2
wow long time no work on, how does one go about submiting a mod for filefront, as that seems to be the the only kotor tsl mod site these days...  [Read More]
Posted in: Roleplay Force Powers
 moda
01-19-2010, 1:18 PM
#1
i have for some time been working on a series of force powers purely to add a more noticable roleplay element to TSL. what im asking here is whether or not i should release them in a modpack, and to whether anyone has additional ideas about powers wh...  [Read More]
Posted in: Maximum number of force powers
 moda
01-14-2010, 6:57 AM
#1
i seem to have encountered a cap on the number of force powers you can have. i have just added a 54 offensive force power line 336 of the 2da, and it does not seem to be able to appear in the levelup menu... nor does it want to appear in the availabl...  [Read More]
Posted in: Spiritual possession and daemonology
 moda
01-17-2010, 12:27 PM
#33
nope they were quite honestly metal objects, nuts bolts screws a few nails... and i saw no real distortion of light, oh and a screw driver started floating....  [Read More]
Posted in: Spiritual possession and daemonology
 moda
01-16-2010, 5:48 AM
#30
reality is only the sum of the objective observations which give it form. physics tells us this in the form of Copenhagen interpretation. well essentially...  [Read More]
Posted in: Spiritual possession and daemonology
 moda
01-16-2010, 3:30 AM
#27
i saw no real distortion of reality, what i was saw was mostly hallucinogenic in nature, thing which could quite easily be products of the mind, hence why i am willing to concede that it is possible that i induced a hallucinogenic state in myself. on...  [Read More]
Posted in: Spiritual possession and daemonology
 moda
01-13-2010, 1:21 PM
#21
I myself am one of those who have sought to utilize demonology as a tool. It is a part of my life that will live in my nightmares till i finally leave this earth. I am a roman catholic by denomination, though by practice am more of an agnostic, and...  [Read More]
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