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HK-42

Latest Posts

Page: 12 of 40
Posted in: Custom Module Linking Help
 HK-42
12-22-2008, 4:09 PM
#3
Waypoints. ;) In the LinkedTo part of the .git file, you specify the waypoint at which you want to appear at. Example (http://i292.photobucket.com/albums/mm29/Exile007_album/helo.jpg) You then create a waypoint outside the door. Thanks Ill get t...  [Read More]
Posted in: Custom Module Linking Help
 HK-42
12-22-2008, 3:38 PM
#1
Alright I just got most my modules linked. But when ever I got through them I appear in the same place as if I warped there, how can I make it where I appear outside that door? Thanks...  [Read More]
Posted in: Recruit Darth Bellator
 HK-42
12-22-2008, 12:12 PM
#2
sounds good cant wait. Who will he replace...  [Read More]
Posted in: Free For All Script
 HK-42
12-22-2008, 11:44 AM
#18
Keep in mind though that NPCs in the Hostile faction will not attack each other, only those who are considered enemies of the Hostile faction (the player, party and allies). You could try using the STANDARD_FACTION_INSANE faction instead, that one i...  [Read More]
Posted in: Free For All Script
 HK-42
12-22-2008, 1:22 AM
#15
what I meant is make a script that looks like this: void main() { ChangeToStandardFaction(oNPC0"ryloth_exslum1", STANDARD_FACTION_HOSTILE_1); ChangeToStandardFaction(oNPC1"ryloth_exslum2", STANDARD_FACTION_HOSTILE_1); ChangeToStan...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 10:33 PM
#13
try, instead of (oNPC.. //bla-bla-bla, try oNPC1..//bla-bla-bla That works with spawning more than one item @TriggerGod- I knew what he meant I just thought maybe HOSTILE_2 would be different from HOSTILE_1 Anyway, you could try making it so they...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 10:12 PM
#11
Brain Blast! What you can do is make 2 of the enimys hostile 2 and one is hostile 1 and aonther friendly 2. Modify the ondeath script of one of the hostile 2's to change the friendly's faction to hostile 2 then they will fight and you can help. Uh,...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 9:15 PM
#7
You need to start it with void main(){ and end it with } Oh yea...I always forget obvious :migraine: Syntax error at string constant rows 3, 4, 5, 6 void main() { ChangeToStandardFaction(oNPC"ryloth_exslum1", STANDARD_FACTION_HOSTILE_1);...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 9:01 PM
#5
all you gotta do is put this script function in: ChangeToStandardFaction(oNPC*, STANDARD_FACTION_HOSTILE_1); put this a few times with the name of the NPCs at the place where I put the * it might be HOSTILE_2... not sure though nope, syntax error at...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 8:57 PM
#4
You misunderstood him. I'll try and simplify it for him... dialog... script fires NPC1 hits NPC3 with a barstool, NPC2 gets hit by a beer bottle by NPC4, NPC1 beats up NPC4 with your flask of juma, and you wail on all of them. As for your actual que...  [Read More]
Posted in: Free For All Script
 HK-42
12-21-2008, 6:44 PM
#1
Is there a script that will turn about say 5 people to a hostile faction, but they will attack all attacking people not just the pc. Like free for all or a bar fight:xp:. (the latter is what im trying to do)...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-22-2008, 12:39 AM
#11
Updated progress: Cantina 90%. Just lacks 1 Major Character Dialog, pazaak player's dialog, and a script I've yet to fix. Also fixed that bug: See (http://i141.photobucket.com/albums/r73/DarthGrivis/16.jpg) Starting work on the next module now...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-21-2008, 9:16 PM
#9
That'll be good! just got to get that script working :)...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-21-2008, 9:11 PM
#7
Thanks guys! Update and couple of pics: Got some of the citizens in the Cantina! 25 NPC's now in the cantina-not all citizens of course. Pics: OMG! A Bar Fight (http://i141.photobucket.com/albums/r73/DarthGrivis/14.jpg) Citizens.... (http://i141.p...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-21-2008, 3:47 PM
#4
A Gammorean working as a Greeter on Reception? :lol: Eich, that gave me a chuckle... :p It was meant too:D maybe the heat got to his head....  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-21-2008, 3:23 PM
#2
PICS 1. All Friendly Conversions (http://i141.photobucket.com/albums/r73/DarthGrivis/9.jpg) 2. Have Quick Endings (http://i141.photobucket.com/albums/r73/DarthGrivis/10.jpg) 3. Citizen (http://i141.photobucket.com/albums/r73/DarthGrivis/12.jpg) 4. C...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 HK-42
12-20-2008, 9:51 PM
#1
Ryloth Planet Mod ON HOLD TILL FURTHER NOTICE DUE TO REAL LIFE ISSUES Alright, here we go. I've been working on a planet mod recently for Knights of the old Republic, and I am finally making a thread. It adds Ryloth(obviously since you most likely...  [Read More]
Posted in: Some modding video tutorials
 HK-42
12-20-2008, 10:07 PM
#6
Thanks for all the comments! Yeah, I realized I left out all the .git editing and stuff, I did that because I thought that pushing too much onto someone at once might confuse them, it seemed that people were confused a little bit in my overwriting we...  [Read More]
Posted in: Some modding video tutorials
 HK-42
12-20-2008, 8:50 PM
#2
Hello all, for a few months now, I have been making some tutorials for modding KotOR along with developing some of my mod. Since the Holiday season is now, I have had some spare time away from school and have started again. So, here are some of my vi...  [Read More]
Posted in: NPC Walking Around K1 and Computer
 HK-42
12-19-2008, 6:55 PM
#3
Well If you want your npc's to randomly walk use this script: void main() { AssignCommand(OBJECT_SELF,ActionRandomWalk()); } Thanks I'll spawn them right now! I thought it would have something to do with the waypoint files(.UTW) To make a npc look...  [Read More]
Posted in: NPC Walking Around K1 and Computer
 HK-42
12-19-2008, 2:55 PM
#1
How can I make NPC walk around, like on the Korriban Module(in K1). I know there was a script to make them walk and then disappears but is there one to make them walk around. Say in a loop, walk, stop, walk, stop, walk...... Thanks Also How do you...  [Read More]
Posted in: Revan - Jedi Knight
 HK-42
12-19-2008, 2:57 PM
#3
Nice one Drewton, I love the blurry picture(1st one) Looks awesome. This should be geat when Sithspector's Revan animated cape is done....  [Read More]
Posted in: Dialog Skip K1 and Appearence Problem
 HK-42
12-18-2008, 6:31 PM
#3
Depends on which program you're using to edit the DLG files. Off the top of my head, for the DLG Editor, you would select the first entry in the dialog file, the part in black that indicates the location of where you saved the file. There should be a...  [Read More]
Posted in: Dialog Skip K1 and Appearence Problem
 HK-42
12-18-2008, 5:50 PM
#1
Hey guys, How do I make the dialog skipable in K1 I did it in TSL before, but I forgot how to do it now. -FIXED Thanks! EDIT: Another Problem I am having is when applying a armor to a man I spawned the appearence does not change do I have to do a a...  [Read More]
Posted in: Adding planet to Galaxy Map Problem
 HK-42
12-18-2008, 11:06 AM
#5
I think that you do, though adding planets is still out of my league of scripting. For K1, though, you're looking at compiling the k_pebn_galaxy.nss and the k_inc_ebonhawk.nss. In any case, if you check out the error message, the problem lies in the...  [Read More]
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