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harIII

Latest Posts

Page: 11 of 21
Posted in: Weird Spawning Effect
 harIII
02-07-2010, 3:49 PM
#1
For some reason whenever I spawn in my custom modules I will see either an immediate or slightly delayed, quick, black colored flash in the game and the music stops. But if you talk to somebody or look through your menus, the music will resume. It's...  [Read More]
I've heard of a TC but what is an SC?...  [Read More]
Posted in: Darth Traya Dress for Visas?
 harIII
02-06-2010, 12:08 PM
#2
The only way I would know of is if you can extract the two models out (Traya Body and Visas head) and simply swap one head for another; though I have not idea on how to bring models into 3DS max or Gmax, there are tutorials online however here on LF....  [Read More]
Posted in: De-/Increasing the maximum selecting range
 harIII
01-30-2010, 11:33 AM
#2
as far as the PC I don't have a solid answer, but it is completely doable to NPCs and companions, I believe that it's in the Advanced tab under Perception Range...  [Read More]
Posted in: Opening Force Cage Script
 harIII
01-30-2010, 10:36 AM
#3
Yep, that's my basic script that is now working except much longer. It involves 5 Force Cages and makes the prisoners inside run to 5 different locations and disappears....  [Read More]
Posted in: Opening Force Cage Script
 harIII
01-29-2010, 8:12 PM
#1
Can somebody send me a simplified script of how to deactivate a Force Cage? I looked at the tutorial here on LF but it's not working. Thank you. Never mind, got it to work....  [Read More]
Posted in: Killing npcs without gaining experience
 harIII
01-26-2010, 4:28 PM
#3
Thanks, I'll give it a shot....  [Read More]
Posted in: Killing npcs without gaining experience
 harIII
01-26-2010, 3:42 PM
#1
Is it possible to changing some settings on an npc, kill them by a script to make it look like dead bodies are everywhere and not gain experience for it?...  [Read More]
Posted in: Conditional script please
 harIII
01-25-2010, 10:12 AM
#8
Ok, got it chief, I'll see if this does the trick....  [Read More]
Posted in: Conditional script please
 harIII
01-25-2010, 1:06 AM
#5
Does the "GetHitDice()" make a randomly generated number?...  [Read More]
Posted in: Conditional script please
 harIII
01-24-2010, 11:12 PM
#3
Could I see some actual syntax, I can script all day long but only so long as I have a template to work with...  [Read More]
Posted in: Conditional script please
 harIII
01-24-2010, 8:10 PM
#1
I need a script to find what level an NPC is, would anybody know of something that would work?...  [Read More]
Posted in: Remove Item script
 harIII
01-24-2010, 7:42 PM
#8
For me my philosophy is whatever gets the job done, if it's 10 lines or 100 lines of code, just so long as it does the what you need....  [Read More]
Posted in: Remove Item script
 harIII
01-24-2010, 5:59 PM
#6
Try this, I'm not sure if it will compile though void main() { object oDestroy = GetFirstItemInInventory( GetFirstPC() ); int count = 0; while(GetIsObjectValid( oDestroy ) ) { if( count <= 500 && GetTag( oDestroy ) == "chem_00001&qu...  [Read More]
Posted in: Remove Item script
 harIII
01-24-2010, 5:18 PM
#4
It should just keep going through your inventory and if the item matches the tag (in this case chem_00001) and destroys it....  [Read More]
Posted in: Remove Item script
 harIII
01-24-2010, 12:41 PM
#2
This should do the job: void main() { object oDestroy = GetFirstItemInInventory( GetFirstPC() ); while( GetIsObjectValid( oDestroy ) ) { if( GetTag( oDestroy ) == "chem_00001" ) DestroyObject( oDestroy, 0.00, FALSE, 0.00 ); oDestroy = Get...  [Read More]
Posted in: Problem with equipping items
 harIII
01-23-2010, 9:51 PM
#1
I'm having a problem with this script. The point is to equip several npcs with a custom helmet by adding the helmet to their inventory and then equipping it. When it fires (onSpawn to the module) it looks like the script is adding the custom helmet t...  [Read More]
Posted in: Cutscene Tutorial
 harIII
01-21-2010, 2:27 PM
#1
Does anyone know of an in-depth tutorial about creating cut scenes like those found in the Brotherhood of Shadow. If not would someone be so kind as to give a jump start in doing this? I've been trying to do it with invisible placeables but I can ne...  [Read More]
Posted in: Fett Style Mandalorian Armors for K1
 harIII
01-23-2010, 7:04 PM
#14
Would you be able to post or PM me a link to it?...  [Read More]
Posted in: Fett Style Mandalorian Armors for K1
 harIII
01-23-2010, 12:19 PM
#12
Is it possible that this can be made for TSL?...  [Read More]
Posted in: Mod Conflicts!
 harIII
01-10-2010, 9:36 AM
#2
This sounds like something in the actual game. The only thing I can imagine screwing around with the Leviathan is the BOS, though something like that shouldn't even touch the Leviathan. It has something to do with the conditions of the dialog, can't...  [Read More]
Posted in: K1 Dialog Problem
 harIII
01-09-2010, 4:34 PM
#2
The game naturally does this because there is an onSpawn script in the .are file that says what the PC enters the first Endar Spire module make the PC sleep on the bed, shack his/her head around, wake up, look around, watch trask walk in, and talk to...  [Read More]
Posted in: New Maps aren't working
 harIII
01-09-2010, 3:10 PM
#1
I'm working on several modules but there is a problem when I try to put in a new map. When I rename the map "lbl_map(module's name)", it still uses the original. In this case the modules is named "002tan" and I have not idea what...  [Read More]
Posted in: Dark Grey Malak mod v1.00
 harIII
01-24-2010, 6:08 PM
#4
Not too shabby, always nice to see Malak with a new look. It'll make my override folder!...  [Read More]
Posted in: Cariaga replace Problem
 harIII
12-13-2009, 4:27 PM
#2
What you're trying to do is a little vague but what I'm guessing what is happening is that you made or are using a new recruitment mod for K1 and this new companion replaces Bastila after the Leviathan. If this is what you're doing I believe that th...  [Read More]
Page: 11 of 21