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glovemaster

Latest Posts

Page: 2 of 13
Posted in: Making Walkmeshes
 glovemaster
02-07-2009, 7:38 PM
#3
I had always thought the PWK/DWK exporter in KotOR tool had worked? Its just a speculation but its worth a shot. When we had a look over walkmeshes with Team Jawa we had tried using the binary walkmeshes for placeables to create area walkmeshes. Obv...  [Read More]
Posted in: A bit of help please?
 glovemaster
02-07-2009, 5:39 AM
#4
Hey, and welcome to the forums :) You want to make sure the description is written in the "Identified Description" field and "Identified" is checked. ;) IIRC The unidentified field was in NWN but removed from KotOR. Hope that he...  [Read More]
Posted in: Decompile request ...
 glovemaster
02-06-2009, 2:58 AM
#7
Attached the file, its very long but I get the feeling there's a few include files in there; I'd have a shuffle through but I don't have time now. I'll have a look later today, perhaps. ;)...  [Read More]
Posted in: Decompile request ...
 glovemaster
02-05-2009, 3:33 PM
#5
Oh sorry, they are two separate scripts :lol: The top one is, as it says, k_punk_44enter and the otherone is k_punk_pretempl2 from the conversation with the guide on the temple exterior module. Also 0 is FALSE and 1 is TRUE. So in that context; SetL...  [Read More]
Posted in: Decompile request ...
 glovemaster
02-05-2009, 12:45 PM
#2
Here's the script reconstructed. /* :: Glovemaster #05/02/09 :: k_punk_44enter.nss - reconstruction */ void main() { if ((GetGlobalBoolean("punk_stargem") == 1)) { SetLocked(GetObjectByTag("unk44_stardoor", 0), 0); } if ((GetGloba...  [Read More]
Posted in: Spawning NPCs
 glovemaster
02-05-2009, 12:22 PM
#8
The file name can be found in the modules ARE file, and the file its self, will more than likely be in the modules "_s.rim" file. ;)...  [Read More]
Posted in: Spawning NPCs
 glovemaster
02-05-2009, 11:29 AM
#6
Then you can name this script, after changing "tag_of_utc" and "onenter_old", to the onEnter script for your module and then create a copy of the old onEnter script and rename it. void main() { // Check to see if it has already be...  [Read More]
Posted in: Spawning NPCs
 glovemaster
02-05-2009, 11:01 AM
#4
As Stream said ^, you have to fire the script. What exactly do you want to happen?...  [Read More]
Posted in: The power of TSL script parameters
 glovemaster
01-29-2009, 4:16 PM
#1
From this (http://www.lucasforums.com/showthread.php?p=2450754) thread. I noticed there was no tutorials on how to make use of the TSL script parameters so I've just threw this together to help people understand their uses. Though they seem pretty...  [Read More]
Posted in: Consumable Ammunition
 glovemaster
01-24-2009, 8:19 AM
#2
The only way I can think of going about this, is if you were able to check for ammunition before hand. Unfortunately, KotOR doesn't have an onStartRound event, or something similar. KotOR does however have an onEndRound event, but I can't see a way o...  [Read More]
Posted in: Marius Fett's W.I.P
 glovemaster
01-23-2009, 12:34 PM
#2
I'll say what I said last time ;) That is quite a masterful reskin, especially the lighting. The atmosphere is perfect IMO. And lets be fair, its the mods with eye candy that are the most popular. I foresee many downloads, if you get them finished....  [Read More]
Posted in: TSL: Where can I find Force Power files?
 glovemaster
01-23-2009, 10:21 AM
#4
Welcome to the forums ;) For modding tools try here: http://www.lucasforums.com/showthread.php?t=152392 the A-Z. Its also worth looking through the tutorials in the subforums. Just look to the top of the Holowan forum :)...  [Read More]
Posted in: Can't compile a spawn utc script!!
 glovemaster
01-22-2009, 3:05 AM
#3
I guess that means where you are using the Location() function there is a problem in parameter 1. Which is the first thing that goes in your brackets ;) I'd just suggest sticking this in your script. // Information from whereami cheat/armband float...  [Read More]
Posted in: Conditional Script for a Script?
 glovemaster
01-25-2009, 6:06 AM
#11
I think the texture for that is "fx_conjure", you might want to try editing that and seeing if that changes anything....  [Read More]
Posted in: Conditional Script for a Script?
 glovemaster
01-23-2009, 2:58 AM
#9
"Fx_Lightning.tpc" in "swpc_tex_tpa.erf" looks to be the one you want. ;)...  [Read More]
Posted in: [K1] Force Alter
 glovemaster
01-20-2009, 2:46 AM
#2
Well, I don't remember it and it isn't in "k_inc_force". Assuming it is cut content, I don't think it could be restored since we don't actually know what it does? I guess there is nothing stopping you from writing a force power and using th...  [Read More]
Posted in: Random Walking Script
 glovemaster
01-19-2009, 12:23 PM
#4
On this topic, if your having problems with them stopping when you converse with them then you need to add a script to fire onEndDialog with the line: GN_WalkWayPoints(); I've also updated that tutorial. :)...  [Read More]
Posted in: Question about .2da files
 glovemaster
01-19-2009, 2:42 AM
#3
Just putting -1 in that field has always worked for me. ;)...  [Read More]
Posted in: Door Reskins
 glovemaster
01-19-2009, 12:08 PM
#2
Well I guess the UTD file still has the original appearance set, I can't remember how to add doors to the game though, assuming I knew once :p. I've had a hunt for a 2da file but I can't seem to find one, other than "doortypes.2da" which di...  [Read More]
Posted in: [K1]Sitting Script.
 glovemaster
01-14-2009, 10:35 AM
#8
void main() { object oNPC = GetObjectByTag("a_king", 0); AssignCommand(oNPC, ActionPlayAnimation(ANIMATION_LOOPING_SIT_CHAIR, 1.0, -1.0)); } I also should mention that this will need to be put onEnter of the module as when you leave and ret...  [Read More]
Posted in: Adding a new Commands box?
 glovemaster
01-09-2009, 3:02 AM
#4
100% sure its hardcoded. :p Its rather a shame, they haven't even got a text input box ¬.¬...  [Read More]
Posted in: Changing the Module Link Name
 glovemaster
01-09-2009, 3:00 AM
#4
The other way is by adding the same lines to your trigger's struct; assuming that if your not using a door transition, your using a trigger. :) Hope that helps....  [Read More]
Posted in: Please could somebody help me
 glovemaster
01-07-2009, 3:53 PM
#3
Check the tutoral sub-forums in this forum ;) Pretty much everything you would need is covered in there. Also for a list of modding tools you can check this thread: http://www.lucasforums.com/showthread.php?t=152392&highlight=list+tools...  [Read More]
Posted in: Conditional Scripts
 glovemaster
01-08-2009, 10:49 AM
#7
I just thought of this one, would anyone know of a conditional script that checks to see if you are in a specific area? I want to create a trigger and then apply a script or would the rigger be the script that checks what area you're in? You would cr...  [Read More]
Posted in: Conditional Scripts
 glovemaster
01-07-2009, 3:26 PM
#4
Thats right, to check a certain item, this is probably a little clearer to use: int StartingConditional() { if(GetItemPossessedBy(GetFirstPC(), "String_Item_Tag") == OBJECT_INVALID) return FALSE; return TRUE; } As for seeing if you have a...  [Read More]
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