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Miltiades

Latest Posts

Page: 26 of 31
Posted in: Death-leading-to-convo script
 Miltiades
02-05-2007, 12:22 PM
#3
Yep, that's it. Thanks....  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 3:22 PM
#22
As long as they keep fighting when the PC is fighting, I'm happy. I don't think I want them to keep fighting when the PC runs away for example, but it's handy to know. Thanks for all the help....  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 2:57 PM
#20
After they've been told to follow. Anyway, I tried what you said, and yes, they start firing without the PC attacking. I don't really mind, if I change their perception range to short, there won't be much trouble. The NPCs have managed to fight a l...  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 1:56 PM
#18
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....  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 1:30 PM
#16
Okay, great, it works. Funny thing, though, is that they attack one round, and then stop. What's the problem?...  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 12:26 PM
#14
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....  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 11:45 AM
#12
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
 Miltiades
02-06-2007, 10:55 AM
#10
You don't, they are scripts for two separate events (assuming you don't mean the oneliner dialog action script when you say "the second script"). The first script posted was a custom script for the OnHeartbeat event of the NPC, while the th...  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-06-2007, 9:54 AM
#8
That first script didn't work, at least not with me. The NPC still follows me from as soon as I enter the module. Also, if I want the NPC to attack, and I need the second script for it, how do I implement the second script into the first?...  [Read More]
Posted in: I need some help to make NPCs follow
 Miltiades
02-05-2007, 5:44 PM
#6
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? The script SithRevan posted doesn't specify an NPC, because it has to be linked to the On_Heartbeat of the NPC. But th...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 3:47 PM
#35
Okay, the "Debug:Trigger Run!" can again been seen (I think I have to make my trigger area bigger, 'cause I think that's why I couldn't see the Debug line before. So I think the "if (GetEnteringObject() != GetPartyLeader())" isn't...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 3:41 PM
#34
You are running this script from the triggers OnEnter event, right? Yep. Using the Debug line together with the Value line in one script doesn't give any problems, does it?...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 2:30 PM
#32
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... Nothing appears in the Feedback when I put the debug line between the two If-statements. A...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 2:10 PM
#30
No, it doesn't......  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 1:47 PM
#28
If that's not the problem, does the NPC who should talk to the player when triggered exist in the area already, or are you spawning it in at the same time? If you are spawning it you'll need to delay the conversation by half a second or so to allow t...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 1:32 PM
#26
Have you added the new global boolean variable to globalcat.2da, and saved that modified 2DA file in your override folder? Scripts cannot use new globals unless they are defined in that 2DA file. Yes, I did all that, thought I didn't know, in the 2D...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 1:02 PM
#24
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)....  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 12:54 PM
#23
How did you create your trigger? Have you verified (in the GIT file) that the coordinates of the trigger are correct, and that the coordinate offsets for the trigger area points are properly set? Is the TemplateResRef properly set to the name of your...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 12:39 PM
#21
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
 Miltiades
02-07-2007, 12:17 PM
#19
The ERF Builder in KotorTool? Are you using it stand-alone or do you use the module editor? Stand-alone, I guess. The map I'm using isn't supported by the Module Editor. If it's just the ERF builder I doubt it has anything to do with your changes...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 12:07 PM
#17
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."...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 11:56 AM
#15
Yes? I was under the impression that you wanted the trigger to be turned off until the player had done something else before (had another conversation?). Yes. That's my intention. But then the trigger has to be activated in the conversation. Doesn't...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 11:37 AM
#13
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?...  [Read More]
Posted in: .git made trigger
 Miltiades
02-07-2007, 10:45 AM
#11
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?...  [Read More]
Posted in: .git made trigger
 Miltiades
02-06-2007, 8:07 PM
#8
How do I place a trigger so that it's inactive until after a dialog?...  [Read More]
Page: 26 of 31