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HK-42

Latest Posts

Page: 14 of 40
Posted in: First Video Documentary Released
 HK-42
12-12-2008, 5:51 PM
#5
Hmm great video. Although I think they filmed it awhile back because the pringle cans are back....  [Read More]
Posted in: Music Enhancement For K1
 HK-42
11-28-2008, 11:25 PM
#2
Great Job Star Admiral. Ill be using this next playthrough, also great nice big readme....  [Read More]
Posted in: Add darkside points after Dialog.
 HK-42
11-26-2008, 2:28 PM
#3
Refer to these scripts in your dialog file to award DS points, depending on how many points you want to award. a_darkhigh a_darkmed a_darksml Or you can create your own script using the following code. AdjustAlignment( GetFirstPC(), ALIGNMENT_DARK...  [Read More]
Posted in: Add darkside points after Dialog.
 HK-42
11-26-2008, 1:16 PM
#1
Hey How do you add darkside points after a dialog option. Is the function in dialog editor because I havent seen it. Or must I add a script? Thanks...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 1:50 PM
#29
Sorry for the double but its a update. It Worked.=) I just edited the droid inside added a script it to run the store, and tried it out. Thanks Star Admiral, Triggergod, and everybody who helped....  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 3:15 AM
#28
Try the ERF/RIM Editor (http://www.starwarsknights.com/tools.php). It's under the General Modding Tools. It may work depending on the format you have your custom module in. - Star Admiral Using that I extracted that and opened it with GFF tomorrow...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 2:58 AM
#26
In that case, use KT's Module Editor. Navigate to the folder where you have saved the custom module files and open it. I haven't tried using it but that should be the way to go. Note: I'm not sure whether KT can correctly modify the module files wit...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 2:30 AM
#24
First, open up KT. Expand KOTOR II, then RIMs, then Modules. Locate the module you wish to spawn the NPC in. Let's pretend it's 003EBO. Expand 003EBO.rim, then Static Area Info. Double-click on the file 003ebo.are. In the text file that opens, scroll...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 1:56 AM
#22
As I understand it, you put the spawning script in the dialog file, right? But since the dialog will only trigger when you talk to the NPC, and the NPC will only spawn when triggered by the dialog, we end up going in circles. You'll need to trigger t...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 1:37 AM
#20
Spawn the NPC like you did before, without adding anything to the dialog file. If you use KT, you add the dlg file name in the textbox under the Conversation heading. Look at the screenshot for an example. http://img208.imageshack.us/img208/610/dial...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 1:15 AM
#18
done but the npc does not appear with the script added to the extracted dialog...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 12:45 AM
#16
Did you set your new NPC to use the extracted dialog? - Star Admiral inside the utc? No....  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 12:12 AM
#14
Try this: object oBith = CreateObject( OBJECT_TYPE_CREATURE, "n_bith", lWhereToSpawn ); - Star Admiral thanks, it works now just the dialog, ill try to extract it off the module. EDIT: Didnt work will have to somehow find another way......  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-26-2008, 12:04 AM
#12
It looks right. (If he is facing the wrong way, try putting the bearing coordinate as 0.0 again.) But, there is only one way to test it out... Now, throw that into the KOTORTool Text Editor (paste isn't done by right click in there, in case you didn'...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-25-2008, 11:41 PM
#10
forgot to mention that part. object_template is for the tag/resref (advised you make them the same) of your character file. So, if your characters tag/resref is jedi_01, in place of object_template, you put jedi_01 thanks so this is my final: vecto...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-25-2008, 11:29 PM
#8
/* Possible Object types: OBJECT_TYPE_CREATURE OBJECT_TYPE_ITEM OBJECT_TYPE_TRIGGER OBJECT_TYPE_DOOR OBJECT_TYPE_WAYPOINT OBJECT_TYPE_PLACEABLE OBJECT_TYPE_STORE */ // for the 3 floats in the function below // you can use the X, Y, Z coordintat...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-25-2008, 9:49 PM
#5
If you create a new module, you need a .git file anyway. If that npc is supposed to be in the module from the beginning, then the best way is to place him there via the .git file (like other objects, such as doors, placeables, etc) instead of running...  [Read More]
Posted in: Creating A New NPC in a custom module
 HK-42
11-25-2008, 8:43 PM
#3
To spawn a thing in a NEW module you use the git file. I use this tut to help me :) http://www.lucasforums.com/showthread.php?t=157396 ok thanks Ill look at it. EDIT: Well I found it kinda confusing with so much different stuff =(. Is there a tut s...  [Read More]
Posted in: Is TOR as good as KOTOR III?
 HK-42
12-10-2008, 11:22 PM
#248
Ehh, sorry about the essay. Couldn't help myself. It was very moving:D...  [Read More]
Posted in: Is TOR as good as KOTOR III?
 HK-42
12-10-2008, 11:18 PM
#246
<snip> Here Here. I think the TFU endings were amazing and original. Also since this IS a mmo, it will be a very long storyline to keep the game going. Probably multiple storylines in quests to defeat the sith or jedi. MMOs are typically very...  [Read More]
Posted in: Clone Wars Unleashed Mod Kotor II
 HK-42
12-02-2008, 4:48 PM
#10
1 Question: You say you need some one to make Kit, plo, etc but in the post at infinite empire you say you have made them?...  [Read More]
Posted in: [WIP]Golden armor of bendak starkiller[K1]
 HK-42
12-11-2008, 11:30 PM
#44
Well guys you were right, it looks better without it Also great white armor its like mandalorian stormtroopers...  [Read More]
Posted in: [WIP]Golden armor of bendak starkiller[K1]
 HK-42
12-09-2008, 4:32 PM
#40
Thats how the standard Mandalorian Armor is. I don't think LR is going to change anything else on his chest. on the left He added a patch of white to make the logo show better....  [Read More]
Posted in: [WIP]Golden armor of bendak starkiller[K1]
 HK-42
12-09-2008, 4:02 PM
#38
I'd say if youre going to have the white on the chest plate to put white on the other side as well because it dosent look right having unmatching chest plates...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 HK-42
11-29-2008, 12:29 AM
#415
Hey everyone! Darth Payne, I will have to see how I can make a plug and play version of the Lightsaber Creation System. I should be able to put something together. The release would be after the release of Revenge of Revan (Acts1 and 2). Here a...  [Read More]
Page: 14 of 40