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Mindtwistah

Latest Posts

Page: 10 of 11
Posted in: Script that fires when you enter an area
 Mindtwistah
05-25-2007, 6:25 AM
#1
How can I fire a script when I enter a costume made area?...  [Read More]
Posted in: Script that changes your appereance
 Mindtwistah
05-24-2007, 8:38 AM
#3
Well, what about permanent disguises?...  [Read More]
Posted in: Script that changes your appereance
 Mindtwistah
05-23-2007, 5:47 PM
#1
[For K1] What script do I use that changes your appereance? For example: - Welcome to my barber shop, what would you like today? [NPC] - I want short, orange hair. [PC] - Right away! (Insert script that changes your appereance into some orangehair...  [Read More]
EDIT: When I compiled it, I got this error message: Error: undeclared identifier "CheckPartyForItem"...  [Read More]
Stoffe, thank you for showing me how to give something. But my real question was how to acces a node only when you have an item. Something like this: blablabla() { if PC has object ("MYITEM") } And then you put that in "script t...  [Read More]
But that gives me an item. I want to give someone else an item. For example: -Can you find my datapad? [NPC] -Sure! [PC] You find the datapad and go back -Can you find my datapad? [NPC] -Already found it. Here! [NPC]...  [Read More]
You could do that through a script, maybe like this: // This can be used to only say a line in a conversation if the // speaker has 25 credits or more. int StartingConditional() { int iResult; iResult = (GetGold(GetPCSpeaker()) >= 25); return i...  [Read More]
How can I make a certain node in a dialog become avaliable if I have something. Like if you have 15 in persuade you will get acces to this node: "[Persuade] Life sucks, go kill yourself." Or if you have 25 credits you will get acces to th...  [Read More]
Posted in: Datapads
 Mindtwistah
05-19-2007, 6:41 PM
#5
Thanks...  [Read More]
Posted in: Datapads
 Mindtwistah
05-19-2007, 5:34 PM
#3
I know this might sound like a stupid question, but where do I open the item editor......  [Read More]
Posted in: Datapads
 Mindtwistah
05-19-2007, 4:51 PM
#1
Is there any tutorial on making datapads?...  [Read More]
Posted in: Change module name
 Mindtwistah
05-18-2007, 5:40 PM
#1
How do I change the name of an costume made area. For example: If I wan't the area "Jedi Enclave" to be called "Sith academy", what do I do?...  [Read More]
Posted in: Lips?
 Mindtwistah
05-18-2007, 9:03 AM
#1
What is lips? I don't mean the human lips, but I mean the file type lips....  [Read More]
Posted in: Ingame DLG-files
 Mindtwistah
05-18-2007, 8:25 AM
#3
Well... where are they? The dlg files?...  [Read More]
Posted in: Ingame DLG-files
 Mindtwistah
05-18-2007, 8:13 AM
#1
Does the game have any dlg files? Or can I extract the Dialog.tlk into several dlg files?...  [Read More]
Posted in: Script that changes
 Mindtwistah
05-17-2007, 1:06 PM
#7
I use tk102's DLGeditor....  [Read More]
Posted in: Script that changes
 Mindtwistah
05-17-2007, 11:21 AM
#5
I am making dialogs for k1. Where should I put the scripts? In the "fires when spoken" or "determines availabity"?...  [Read More]
Posted in: Script that changes
 Mindtwistah
05-17-2007, 9:55 AM
#3
But I want to change the dialog more than once. For example: -Hi.[NPC] -Hello.[PC] -Are you OK?[NPC] -Yes. [PC] (Insert the script that I am looking for. It will change the dialog. I start a dialog with the same NPC again -Hello OK-man[NPC] -Hi.[...  [Read More]
Posted in: Script that changes
 Mindtwistah
05-17-2007, 9:23 AM
#1
Is there a script that you can attach to a node on a dialog file that changes the .dlg-file? Let us say that I have two .dlg files. One is for the NPC when he still isn't recruited. When I press the dialog option that recruites him the dialog file wi...  [Read More]
Posted in: Animations
 Mindtwistah
05-15-2007, 10:30 AM
#1
Does the Commoners (n_commm) have the animations for fighting and all? And will I see the armor if they put it on them? Or can they just wear the commoners clothes?...  [Read More]
Posted in: Problem here
 Mindtwistah
05-14-2007, 2:38 PM
#3
Some things I can think of to check: Have you made sure the DLG file has a valid filename (max 16 characters long, alphanumerical characters only)? Have you placed the DLG file in the override folder or inside the module where it should be used? Have...  [Read More]
Posted in: Different dialog
 Mindtwistah
05-15-2007, 3:19 PM
#13
I'd guess you're trying to edit a KOTOR1 dialog, while master zionosis' screenshot shows a KOTOR2:TSL dialog. The DLG files contain a lot more features in TSL than in the first game. It's always helpful to say which game you are working on when aski...  [Read More]
Posted in: Different dialog
 Mindtwistah
05-15-2007, 1:48 PM
#9
Wohoo... To much info to take in at once :P Can't say I understand scripts... So, do I insert the script in a node? And where should I insert the second?...  [Read More]
Posted in: Different dialog
 Mindtwistah
05-15-2007, 1:07 PM
#5
Umm... my dlgeditor don't have all that options. It looks like this: http://i186.photobucket.com/albums/x164/Mindtwistah/th_DLGeditor.jpg (http://i186.photobucket.com/albums/x164/Mindtwistah/DLGeditor.jpg) Mod note: Changed image to clickable thumb...  [Read More]
Posted in: Different dialog
 Mindtwistah
05-15-2007, 10:14 AM
#2
Someone please?...  [Read More]
Page: 10 of 11