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jinger

Latest Posts

Page: 5 of 5
Posted in: gas room
 jinger
12-13-2005, 8:59 AM
#1
just wondering if someone had ever made a module with the classic computer console where you can gas a room with a couple of spikes. i had a look at a_comp_gas.nss …what the heck are all that globals for? // Globals int intGLOB_1 = 0; int intGLOB_...  [Read More]
Posted in: remote
 jinger
12-12-2005, 10:26 PM
#7
a pity thanks for your help anyway :)...  [Read More]
Posted in: remote
 jinger
12-12-2005, 10:12 PM
#5
ok i found it. one last thing, i don't get how feats work, how are scripts linked to them, is it possible to create custom features without manual workaround?...  [Read More]
Posted in: remote
 jinger
12-12-2005, 9:44 PM
#3
found'em :) k_inc_generic.nss so it's just an AI style change for Remote, but when? i checked baorem2.dlg (003EBO_dlg.erf), when he's supposed to gain the "ability", and there's no script there, none that could perform that ai style change...  [Read More]
Posted in: remote
 jinger
12-12-2005, 8:29 PM
#1
remote doesn't really get that ability to heal droids, does he? i was thinking i never actually saw him using it so i checked, and found nothing, then i checked the peragus healer drones, and found nothing :) now here somethings wrong, i just wanted...  [Read More]
Posted in: help with restrictions to powers and features
 jinger
12-09-2005, 3:04 PM
#6
great stoffe :) i'll try that...  [Read More]
Posted in: help with restrictions to powers and features
 jinger
12-09-2005, 6:10 AM
#4
I think he's trying to do the opposite that's right, i already know how to give anything to anyone :) now i'd like to understand how to make restrictions to features and powers. thanks for replying anyway...  [Read More]
Posted in: help with restrictions to powers and features
 jinger
12-09-2005, 2:04 AM
#1
how do i do that? i want to prevent a single npc from gaining certain pows/feats at level-up, just like Kreia can't have two-weapon fighting or a gray jedi master can't use inspire followers...  [Read More]
Posted in: help with ERF files
 jinger
12-10-2005, 1:54 AM
#11
wonderful *__* most useful, many thanks...  [Read More]
Posted in: help with ERF files
 jinger
12-09-2005, 11:44 PM
#9
well, stoffe was right. i was being generic about this because i'm trying this in more than one mod, in different ways, but it seems you cannot override a single file in a .rim/erf (not if it has duplicates) without having to override the entire modu...  [Read More]
Posted in: help with ERF files
 jinger
12-09-2005, 5:13 PM
#8
That would also work but depending on what you're doing it can be overkill. Simply use Kotor tool's ERF builder and save your file as a .mod (make sure to pack everything in it, including the .are, .git and .ifo files). Since you are saving with a di...  [Read More]
Posted in: help with ERF files
 jinger
12-09-2005, 2:57 PM
#6
If your working on a custom module you can insert the dlg file into the "*.MOD" file when you build it and it will also stay local to that module only. that's not the case Which unfortunately will leave you just as stuck if scripts or templ...  [Read More]
Posted in: help with ERF files
 jinger
12-09-2005, 1:37 AM
#3
when you place your "*.dlg" file in overide it only overides the original dlg not the entire erf. the problem is, as i said, that it has duplicates in other ERFs...  [Read More]
Posted in: help with ERF files
 jinger
12-09-2005, 12:35 AM
#1
there's a dlg file i want to override that has duplicates in some ERF files, is there any way of overriding it without overriding the whole ERF containing the dlg?...  [Read More]
Posted in: shadows
 jinger
12-04-2005, 10:39 PM
#1
i'm done modeling a matukai long axe but i'm stuck with an annoying issue, when i wield it it casts a hell of nonsense shadows. any suggestions please? edit: done with uvmapping, now there's no shadow at all ?_?...  [Read More]
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