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Seamhainn

Latest Posts

Page: 4 of 8
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:38 AM
#1
Introduction EDIT01: A BIG NOTE: Something I forgot to mention during my first write down is (my bad!), that I found out most or all the stuff mentioned here with the friendly help of many members of this community, to many admittedly to mention!!!...  [Read More]
Posted in: Doors and Area Transitions
 Seamhainn
02-05-2008, 1:33 AM
#9
Thanks guys, I've been able to use KOTOR Tool's module editor so far and haven't had to do too much with K-GFF anyway I'll give it a shot in the morning, busy getting insurance quotes at the moment, might be buying a new car... yay! Take Care --Str...  [Read More]
Posted in: Doors and Area Transitions
 Seamhainn
02-04-2008, 4:03 PM
#7
I'm almost 90% sure if you fill in a name of Module it'll warp you that place. Though I'm not sure where you'll be spawned. Doors are a bit easier to use to 'warp'. I think that's all what it takes for transitions with doors. Never hurts to test it...  [Read More]
Posted in: Doors and Area Transitions
 Seamhainn
02-04-2008, 2:07 PM
#2
Yes, you can use it. There is actually a tutorial about it though I don't have the link handy. You need the name of the module you want to transit to as well as a Waypoint where you want to appeare in that said module. I hope that helps... If you...  [Read More]
Posted in: Creating a .pth file
 Seamhainn
02-04-2008, 4:09 PM
#5
Are there any .pth files for the other parts of the shadowlands? If so, maybe you could alter a pre-existing one? I took the advice and solved the most problems by making the npcs walking along determind coordinates. The only problem is if they stu...  [Read More]
Posted in: Creating a .pth file
 Seamhainn
02-04-2008, 2:11 PM
#3
Thanks, STONEY! I guessed as much. I looked up a .pth file, and I guess one livetime is not enough if one wants to do a .pth file by hand......  [Read More]
Posted in: Creating a .pth file
 Seamhainn
02-04-2008, 10:57 AM
#1
Hello! I am still working on the lost Shadowland level. DSTONEY mentioned that the .pth file is missing which is importent to make npcs walk properly. My question is is it possible to create .pth files? Thanks and take care...  [Read More]
Posted in: Spawning a Waypoint with a script
 Seamhainn
02-02-2008, 6:33 AM
#1
Hello! I got this script from DS to spawn a Waypoint (with the proper Tag and coordinates, of course). But when I try to compile it I get an error message. I assume the declaration of Location and/or Vector is missing. Any help is highly appreciate...  [Read More]
Posted in: Waypoint / Mapnote question
 Seamhainn
02-02-2008, 7:06 AM
#7
I have this script: void main() { object oTarget; object oSpawn; object oSpawn1; object oSpawn2; object oSpawn3; object oSpawn4; object oSpawn5; object oSpawn6; object oSpawn7; object oSpawn8; location lTarget; oTarget = GetWaypointByTag("ka...  [Read More]
Posted in: Waypoint / Mapnote question
 Seamhainn
02-01-2008, 11:24 AM
#5
It's in the .utw file isn't it? There's settings there that says waypoint has map note, map note enabled and then the details. --Stream Ah, I only managed that stuff via the .git file. I will have a look into it. Thanks again!!! void main() {...  [Read More]
Posted in: Waypoint / Mapnote question
 Seamhainn
02-01-2008, 12:41 AM
#3
There's two ways of doing this both involving scripts, first you could attach the script to a dialog where the global will be set; void main() { CreateObject(OBJECT_TYPE_WAYPOINT, "WP_TAG", Location(Vector(x, y, x), 0.0)); } Snip!...  [Read More]
Posted in: Waypoint / Mapnote question
 Seamhainn
01-31-2008, 3:57 PM
#1
Hello! Is it possible that a Mapnote only is shown after something happened (a GlobalNumber has a certain value for example) and otherwise is not shown on the map? Thanks and take care...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-01-2008, 3:20 AM
#8
Unfortunately I am up to my neck into the work on the Shadowland level. But while skimming KotOR Tool I once stumbled over a droid or somesuch which had some lines in the comment box or somewhere else which noted that this particular droid did just t...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
01-31-2008, 11:58 AM
#3
Where can I find the voice overs? Thanks and take care...  [Read More]
Posted in: Lip Sync question
 Seamhainn
01-31-2008, 1:41 AM
#4
Thanks for the help, folks. I sorted that out and it works. Does anyone know where I can find all or most of the Twi'lek VOs lip syncs. Also I use missions appearance for an npc and will give her the alien Twi'lek VOs, will the lip sync work for he...  [Read More]
Posted in: Lip Sync question
 Seamhainn
01-29-2008, 4:44 PM
#1
I created a new npc based on Freyyr. I placed that npc in the deleted Shadowland level and gave it a new dialogue. How can I gave the npc proper lip syncs (copy it from Freyyr maybe)? Thanks and take care...  [Read More]
Posted in: Encounter Question
 Seamhainn
01-28-2008, 4:52 PM
#1
Hello! I want to make a new Encounter. The Encounter List has a SpawnPointList with the TemplateResRef and the coordinates where the Encounter should be spawned. Also before those values is another list (STRUCT ID: 2). What do those entries do? Tha...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
02-01-2008, 11:39 AM
#22
Okay, I solved the problem with three scripts with different coordinates and Secura reached the desired destination. The script looks like this: void main () { object oNPC=GetObjectByTag("kas25_secura"); float x=121.00; float y=134.00; f...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
02-01-2008, 9:46 AM
#20
That does not clear it up totally for me unfortunately. Must I just add some Waypoints into the .git file and can use the original script? Or must I change the script using something like GN_WalkWayPoints(); or somesuch? Thanks...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
02-01-2008, 12:45 AM
#18
Your script now should be OK by using the wp_NPCtag_## your npc should follow these waypoints. Sorry, I am lost here. Do I understand it right that I can leave the script as it is, and that I just have to include some Waypoints into the .git file wh...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-31-2008, 4:13 PM
#14
Thanks for the maximum hit points tip, DS. It works great! Unfortunately Secura must run to Vos, her Master, and he as in one of the caves. So she must run along a few Waypoints to reach him. Thanks again! EDIT: I can do that STONEY, but how must...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-31-2008, 3:51 PM
#11
No problem there. How must the script look like if kas25_secura has to walk along two or three Waypoints. Thanks for the help!...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-31-2008, 3:15 PM
#9
Okay, I have this script. kas25_secura shall go to the location defined in the script. But the way is obstructed. So I want to use MoveToObject, and in that case kas25_vos. How must the script look like? void main () { object oNPC=GetObjectByTag(&...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-30-2008, 2:02 AM
#8
Any takers here, please?! Also: a npc can walk or run. But is there a possbility to make the npc limping away, looking injured? Thanks and take care...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-29-2008, 2:09 PM
#7
Check out the destination coordinates and that the path the NPC has to walk is not blocked by corners or objects, otherwise he/she will try to move but will not succeed :rolleyes: I think ... maybe defining 2 or 3 sets of coordinates will ensure an u...  [Read More]
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