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Seamhainn

Latest Posts

Page: 5 of 8
Posted in: Make npc walk to certain point
 Seamhainn
01-28-2008, 4:49 PM
#3
Yes!...  [Read More]
Posted in: Make npc walk to certain point
 Seamhainn
01-28-2008, 4:20 PM
#1
Hello! I have this script which makes a npc walk to a certain point and vanish. Unfortunately the npc does not walk away and vanishes without doing one stept. What did I do wrong? void main () { object oNPC=GetObjectByTag("kas25_lewbacca&quo...  [Read More]
Posted in: Connecting a module?
 Seamhainn
01-28-2008, 11:37 AM
#8
The information all goes into the .git file - the arriving point in the module you are transitioning to, what appears in-game in blue letters where you are transitioning to and so on. You have to know where you want to appeare in the moule where you...  [Read More]
Posted in: Help ! Confused about trigger spawning enemys
 Seamhainn
01-22-2008, 7:02 AM
#3
Your Tag in the .git file is SpawnAttack01 but should be trig_attkwave01. Though you know that I am new to this stuff, so I might be mistaken. Take care EDIT: You should probably listen to stoffe :-) . Just wanted to help though......  [Read More]
Posted in: Is there another blue female Twi'lek appearance...
 Seamhainn
01-18-2008, 12:26 PM
#7
Me? No! I have no skinning abilities whatsoever......  [Read More]
Thanks, Danyael27! But I asked for an in-game appearance of K1 (though I did not mention it). The mod you so friendly hinted at is for TSL btw....  [Read More]
...besides Mission??? Thanks...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-19-2008, 9:50 AM
#19
Hello! It works now as desired! Thank you so much! Now on to to the conditionals of the dialogue tree... Take care...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-19-2008, 12:18 AM
#17
Another approch: The Trigger fires this script: void main() { !GetLocalBoolean(OBJECT_SELF, 41); ActionStartConversation(GetFirstPC(),"dan13_cort"); SetLocalBoolean(OBJECT_SELF, 41, TRUE); } Is it possible to make the script fire as...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 4:58 PM
#16
It works like a charm now! Thanks all! The only mistake I made is, that the timing of the spawning was wrong, but I work on that... Take care...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 1:10 PM
#14
You can set delay if you're using tk102 dialog editor ( not sure about KT dialog editor) in the delay field. I tried that. Unfortunately it did not work :-( . Also I want that the two npcs face each other. One has the YOrientation 3 and looks in th...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 10:36 AM
#12
Carry on, carry on! I will, but most of the things I do scriptwise is pure guesswork, and all of the scripts are actually written by you folks. In other words - you are wonderful! Take care Edit: It works now, thanks to you, stoffe and tk102! Wha...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 8:43 AM
#9
I guess you want to start conversation with an NPC, correct? Your script currently attempts to start conversation with the trigger itself. I'm not sure that would work. Try assigning the Conversation action to the NPC you want to talk to instead. Lik...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 2:41 AM
#7
Oops sorry I meant to not include that exclamation point. :o Change: !GetLocalBoolean to GetLocalBoolean I fixed the script above so now it can proceed with boolean being FALSE to start with which is the default. Later, in your dialog, you should s...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 1:43 AM
#5
I always rely on the SendMessageToPC function when I script to be sure the script is actually firing. IIRC, you should also set your trigger Faction to 1 (hostile). void main() { object oWho=GetEnteringObject(); if (!GetIsPC(oWho)) { return; } Send...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-17-2008, 12:52 AM
#3
Are you sure the .ncs and .utt files are in the override folder or .mod file? I know this sounds obvious but it is so easy to forget to chuck them in, I've done it myself countless times, actually last week I was getting snotty with the game because...  [Read More]
Posted in: Help with Trigger, please!
 Seamhainn
01-16-2008, 4:15 PM
#1
Hello! I added one Trigger in a .git file. The X-, Y-, ZPositions are 61, 45, 5. I use four PointX, -Y, -Z: (6, 7, 0), (6, -3, 0), (-4, -3, 0), (-4, 7, 0). The Template ResRef is dan13_triggartar. I made a dan13_triggartar.utt and gave TemplateResRe...  [Read More]
Posted in: Script to fire a dialogue
 Seamhainn
01-16-2008, 1:54 PM
#3
Thank you! I saw now that the dialog has the talktrue entry. By chance that solves the problem anyway. I'll keep you informed. I have placed the trigger. Unfortunately I can't get the coordinates right. I want to have a rectangle 10 to 10 square. W...  [Read More]
Posted in: Script to fire a dialogue
 Seamhainn
01-16-2008, 12:08 PM
#1
Hello! I want to start a dialogue with a script via a trigger. I implemeted the trigger and have the dialogue file. What I need is a script which starts the dialogue which will essantially be a little cutscene. This scene, of course, should only ha...  [Read More]
Posted in: Restoring of Tar'eelok and Garrum
 Seamhainn
01-18-2008, 2:28 AM
#5
Hello! The fight sequence works quite nicely now. I just need some advice from players who are in the know (rumourwise) how the scene was intended to unfold. If you look into the dan13_cort.dlg file you find three scripts that should be fired: - k_...  [Read More]
Posted in: Restoring of Tar'eelok and Garrum
 Seamhainn
01-16-2008, 8:53 AM
#1
Hello! I am toying with the restoration of Tar'eelok and Garrum. I looked up their dialogues and some lines have entries which determine the availability. Unfortunately those scripts are not listed in the Script, Compiled list. My question is, what...  [Read More]
Posted in: Module question for deleted Shadowlands level
 Seamhainn
01-14-2008, 9:25 AM
#8
I haven't messed with K1 in awhile but what is the module number? I will take a look later and see what you are talking about. m25ab, restored by DarthInsidious if I am not mistaken....  [Read More]
Posted in: Module question for deleted Shadowlands level
 Seamhainn
01-14-2008, 9:18 AM
#6
Does the arrow move on the map as you walk? If the outer boundries for the minimap are too short it will not move far enough to reveal the map. Yes, they do move. As the Shadowlands are sort of a maze NO boundaries are shown at all :-( . Take care...  [Read More]
Posted in: Module question for deleted Shadowlands level
 Seamhainn
01-14-2008, 8:44 AM
#4
Are you talking about the mini map? If so the coordinants are in the .are file adjusting them is pretty much trial and error. Yes, the mini map and the associated bigger one if one clicks on the mini map. The map is already there, why should I tinke...  [Read More]
Posted in: Module question for deleted Shadowlands level
 Seamhainn
01-14-2008, 8:05 AM
#1
Hello! I want to work on the deleted Shadowlands level. As it stands now a map is already established, but it does not map the progress of discovery properly and doesn't also show the boundaries. Can one kind soul help me here or give me directions...  [Read More]
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