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JCarter426

Latest Activity

Posted in: Analysis of the Combat Animations
 JCarter426
04-21-2014, 8:31 PM
#1
Original posts can be found HERE (http://www.lucasforums.com/showthread.php?t=208456&page=2). The combat animations are in fact in the regular old animations.2da; combatanimations.2da is more like a seating arrangement. It lists all the attacks...  [Read More]
Posted in: Repair the NS Airspeeder
 JCarter426
08-18-2013, 2:40 PM
#13
That would be good too. So, JCcarter, would you be inclined to help me proceed with creating a new "node" and a new "boolean"? Bear in mind that I don't have a clue how this works and have just a slight idea about what a boolean i...  [Read More]
Posted in: Repair the NS Airspeeder
 JCarter426
08-17-2013, 8:55 PM
#10
No, no... you can't do that because you have no idea what setting that back to false would do to the rest of the game. You'd need to add another node with another conditional... another boolean, or maybe whether G0-T0 has joined the party. Shouldn't...  [Read More]
Posted in: Repair the NS Airspeeder
 JCarter426
08-17-2013, 1:48 PM
#8
You can't do that. It could potentially mess up the game during Jekk'Jekk Tarr mission....  [Read More]
Posted in: Repair the NS Airspeeder
 JCarter426
08-17-2013, 12:17 PM
#6
The boolean is 300NAR_Visquis_Call. If that's set to true, you can't use the airspeeder....  [Read More]
Posted in: M4-78 Enhancement Project
 JCarter426
12-29-2012, 5:04 PM
#11
At zbyl2's request I've recorded a walkthrough for the mod. Unfortunately I'm really laz- er... busy, so I'm only posting one part a day so I have time to catch up. Part 1 (http://www.youtube.com/watch?v=riunuUeOQuM) Part 2 (http://www.youtube.com/w...  [Read More]
Posted in: Stunning an NPC via Script
 JCarter426
12-23-2011, 12:24 AM
#10
I'm not sure... I think that stuff is hard coded. But it might be possible to do what you want with a heartbeat script; the only catch is it would only affect whatever NPCs you apply it to - unless you modify the generic heartbeat script, but of cour...  [Read More]
Posted in: Stunning an NPC via Script
 JCarter426
12-22-2011, 3:47 AM
#8
No problemo. Good practice for me too. :)...  [Read More]
Posted in: Stunning an NPC via Script
 JCarter426
12-22-2011, 3:16 AM
#6
Hmm... I think the easiest thing would be to set a local boolean at the same time you trigger the stun. It would go something like: SetLocalBoolean(oTarget, 21, TRUE); 21 is the boolean number - anything between 20 and 63 should be safe. And then...  [Read More]
Posted in: Stunning an NPC via Script
 JCarter426
12-22-2011, 12:42 AM
#4
The 2 represents the duration type. 0 = instantaneous (like death), 1 = temporary (like stun if you want to set a specific length, which you would do by changing the 0.0 to a length), 2 = permanent (stays on until you clear the effect)....  [Read More]
Posted in: Stunning an NPC via Script
 JCarter426
12-21-2011, 10:57 PM
#2
It would look something like this: ApplyEffectToObject(2, EffectStunned(), oTarget, 0.0); To unstun them: AssignCommand(oTarget, ClearAllEffects()); I don't know if this would work in cutscenes; there appears to be another function in the code, b...  [Read More]
Posted in: Fallen Guardian's Random Modding WIP
 JCarter426
05-15-2013, 10:27 PM
#49
Wow, again these are fantastic! Looking forward to the rest....  [Read More]
Posted in: Fallen Guardian's Random Modding WIP
 JCarter426
12-24-2011, 1:26 PM
#12
None that I can see... two things I can think of. 1. It's possible she's turning around because she's becoming aware of an enemy and is getting ready to attack it. If that's the case, she's turning around before he even attacks, so it doesn't matter...  [Read More]
Posted in: Fallen Guardian's Random Modding WIP
 JCarter426
12-24-2011, 4:24 AM
#10
Ah that's just the source code. It should look more like this: ActionAttack(oNPC, TRUE); or ActionAttack(oNPC, 1); Either works....  [Read More]
Posted in: Fallen Guardian's Random Modding WIP
 JCarter426
12-24-2011, 3:30 AM
#8
Oh... oh! I realize what's happening. She's turning around because he's attacking, right. Ignore everything I said before. Well, except the part about BioWare being lazy. :p I believe you can fix this by making it a passive attack. // 37: Attack oAt...  [Read More]
Posted in: Fallen Guardian's Random Modding WIP
 JCarter426
12-24-2011, 12:23 AM
#6
Ugh... this is something that annoys me so much in the game. BioWare was so lazy. Basically, to stop an NPC from turning around all the time, you need to lock their orientation. The script function is: // 505: SetLockOrientationInDialog // Allows th...  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-10-2011, 1:24 PM
#35
Well, I tried editing the walkmesh but my results were not satisfactory. Either it would fail to export, giving me an error message claiming "sanity check failed" - it's right about that - or it would go through but the walkmesh would be br...  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 5:36 PM
#28
Hmm... I had noticed that the 231 shuttle and its associated files seem to be less incomplete than 261's. The Ebon Hawk skyboxes are room animations, and I thought it wasn't possible to create new ones. But theoretically you could just duplicate the...  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 5:24 PM
#26
The chairs appear to be... well, too damn big. I tried having Atton sit down and do his Ebon Hawk animation, and he clips right through it. Now, the chairs are part of the model, not placeables. 3ds Max and I do not get along - and I can probably che...  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 2:39 PM
#20
Absolutely! If you have the time, I'd suggest doing it for the 231 shuttle as well. I think all you'd need to do is just change the skybox, since it's essentially the same area....  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 2:29 PM
#18
You are a gentleman and a scholar, sir. I can't thank you enough! Looks like there are still some things that need fixing up, but this will suit my purposes quite nicely....  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 11:05 AM
#16
Yes, that's the model. I would be eternally grateful if you made it work. I probably should have come here with these four years ago, but oh well... :p It's not an urgent matter, it's more of a "it's already there, someone should do something ab...  [Read More]
Posted in: Unused shuttle interior
 JCarter426
12-06-2011, 10:20 AM
#14
Yes, I know what you meant. I managed to do that once or twice successfully. I always make a typo or something on some step and it takes hours to identify the problem and fix it... hence my lack of patience....  [Read More]
Posted in: Convert KOTOR Sounds to a usable audio file
 JCarter426
12-13-2011, 12:01 PM
#3
The sound effects are in a different format than the music, and Miles will not read them properly. If I had to guess, I'd say it's because the music is mono, playing evenly throughout the entire level, while the sound effects are adaptive; they are p...  [Read More]
Changing the default font size to 125% in Windows 7 seems to cause problems for ChangeEdit. I've encountered similar problems with other programs before, but with ChangeEdit certain vital buttons are not shown at all and resizing the window in any ma...  [Read More]