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Miltiades

Latest Posts

Page: 25 of 31
Posted in: Sitting NPC
 Miltiades
07-03-2007, 8:51 AM
#3
Yep, that does the job. Thanks. ;) Edit: Hmm, they don't want to sit into the chairs. I'm using the Harbinger Command Deck module (151har) and tried to let the NPCs sit into the chairs in the briefing room. But instead of sitting in the chairs, they...  [Read More]
Posted in: Sitting NPC
 Miltiades
07-02-2007, 3:59 PM
#1
Okay, I know this has been asked before, but apparently, I can't seem to get NPCs sitting to work properly. I tried two different things: First I tried it with an NPC, and used the first script from this (http://www.lucasforums.com/showthread.php?t=...  [Read More]
You know to tell you the truth I am not sure what to do now. I heard from a couple people including filefront moderators that it would be illegal to do that. So that makes me very unsure. I don't want to gt into any type of trouble over this; all tha...  [Read More]
Very ambitious project, but with a team like that, I'm confident that this can and will work. Oh yeah, maybe this (http://forums.team-gizka.org/viewtopic.php?t=2119) advice by Pavlos can help....  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-27-2007, 1:04 PM
#13
Thanks for the clarification. I'll try the encounter first, should it not work, I'll use a normal trigger....  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-26-2007, 8:03 PM
#11
Okay, thanks....  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-26-2007, 7:04 PM
#9
You need to insert it at the top of the main() functions in those scripts, before the ExecuteScript() function calls. The point of those additions is to block the AI under certain circumstances, and it can't do that if it checks after the AI has alre...  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-26-2007, 12:24 PM
#7
Hmm, great idea mattz, but for now, I'll just keep it this way and leave a room empty between two rooms filled with enemies. But I appreciate your help, thanks. I'll keep it in mind....  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-22-2007, 5:50 PM
#5
Hmm, apparently that doesn't work. I'm not sure if I added those lines correctly. I just placed them under the Executescript line, which is placed just under the void main. But if it doesn't work, it won't trouble me, 'cause I'll leave the the room b...  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-22-2007, 3:19 PM
#3
Hmm, I don't really want to fiddle with the Force powers. Is there no way for an NPC to be held back from attacking before the PC enters a room (or opens a door)?...  [Read More]
Posted in: Limiting Force Power range to one room and more
 Miltiades
02-22-2007, 2:36 PM
#1
-How can I limit the range of a Force Power. In the module I created, when using Force Wave or Force lightning (others are possible too) on an NPC, other NPC join the fight, even when in another room. How can I prevent this from happening? -Somethin...  [Read More]
Posted in: Module Editor Problem
 Miltiades
02-22-2007, 1:24 PM
#3
Yes, thanks, that helped!...  [Read More]
Posted in: Module Editor Problem
 Miltiades
02-19-2007, 7:11 AM
#1
I can only open a module (which is of course supported by KT) if the name of the .GIT file and the .ARE file are the same as the original module. But if I want to make my own module, I have to change the .GIT and .ARE files to something unique. So, i...  [Read More]
Posted in: tlk?
 Miltiades
02-11-2007, 7:01 PM
#2
Yup, this (http://www.lucasforums.com/showthread.php?t=152546) one. Also, if you happen to be searching for a tool, this (http://lucasforums.com/showthread.php?t=143421) is the place to look for it....  [Read More]
Posted in: Npc walking to object
 Miltiades
02-12-2007, 5:17 PM
#13
Actually, yes, the NPC walks to the object, uses the "Use_Computer" animation and opens the door....  [Read More]
Posted in: Npc walking to object
 Miltiades
02-12-2007, 4:30 PM
#11
I'm sorry to bother you again, but how do I change the script if the object the NPC has to walk to is not a door?...  [Read More]
Posted in: Npc walking to object
 Miltiades
02-11-2007, 12:58 PM
#10
Great! Thanks again....  [Read More]
Posted in: Npc walking to object
 Miltiades
02-11-2007, 12:38 PM
#8
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)...  [Read More]
Posted in: Npc walking to object
 Miltiades
02-11-2007, 10:21 AM
#6
Could it be that there's smething wrong in the first part of the script you gave me? That's why the "Invalid door target for" in the Feedback, no? I've changed the tag of the door into something unique, have tried changing the door's secur...  [Read More]
Posted in: Npc walking to object
 Miltiades
02-10-2007, 7:17 PM
#5
As for the dialog, is the NPC who should walk to the door and open it the same as the one the player is conversing with (the dialog owner)? No, it's another NPC. So the previous script should've worked. But I should mention that the door isn't blas...  [Read More]
Posted in: Npc walking to object
 Miltiades
02-10-2007, 7:28 AM
#3
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
 Miltiades
02-09-2007, 4:42 PM
#1
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: void main() { AssignCommand(GetO...  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-17-2007, 8:57 AM
#23
Sorry for bringing this back up, but I noticed something. The NPCs following the PC do everything correct, fighting when the PC fights. Only on one occasion they wouldn't fight. The hostile PC was close to a transition area. When I lured the hostil...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 8:01 PM
#39
It may sound weird now, but it worked! I don't know if it's because I put the name of the trigger (utc file) in the String Param, or if it's because the trigger square didn't work (the dialog only started when I walked exactly at the spot where I got...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 7:49 PM
#37
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]
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