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Star Admiral

Latest Posts

Page: 4 of 12
Posted in: Death by scripting?
 Star Admiral
02-09-2009, 8:51 PM
#4
His body would fade away, so if you want to him to give a note, it will have to be by scripting. - Star Admiral...  [Read More]
Posted in: Death by scripting?
 Star Admiral
02-09-2009, 7:46 PM
#2
Yes, you can. Use the DestroyObject() function. It would look something like this. void main() { object oKill = GetObjectByTag( "persontokill" ); AssignCommand( oKill, ClearAllActions() ); SetCommandable( FALSE, oKill ); DestroyObject( oKi...  [Read More]
Posted in: TSL Setting items undroppable
 Star Admiral
02-08-2009, 3:00 PM
#3
As far as I can see, there doesn't seem to be a function to set whether an item on an NPC is dropable or not. So I'd say, not possible with scripting. - Star Admiral...  [Read More]
Posted in: NPC atacking another NPC
 Star Admiral
02-10-2009, 2:33 PM
#6
I believe that inside the utc for the NPC, there is a entry OnSpawn. You'll put your script name in that category. - Star Admiral...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 4:23 PM
#19
That's the problem. Get rid of the 1 and it should be red. - Star Admiral...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 4:13 PM
#17
Surprising. Is this for K1 or for TSL? If it's for K1, there is only one cyan color, and that is for the MOTF lightsaber, with a code of g1_w_shortsbr02. If there is no typo, try using g_w_shortsbr01, which is supposed to be for a blue lightsaber. -...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 2:56 PM
#15
Change the 2 in the GetObjectByTag for oNPC6 to a 1. A 0 value tells the game to get the first object with that tag, a 1 gets the second object with that tag, 2 gets the third object, and so on. - Star Admiral...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 2:26 PM
#13
Try this. void main() { object oNPC1=GetObjectByTag("sith01", 0); object oNPC2=GetObjectByTag("doorguard"); object oNPC3=GetObjectByTag("cultdro"); object oNPC4=GetObjectByTag("sith01", 1); object oNPC5=GetObj...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 1:54 PM
#11
Try using ClearAllActions(). void main() { object oNPC=GetObjectByTag("doorguard"); location lMe=GetLocation(GetFirstPC()); ActionDoCommand(SetCommandable(TRUE,oNPC)); ClearAllActions(); AssignCommand (oNPC,ActionForceMoveToLocation(lMe,FA...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 1:27 PM
#9
What is the trigger for this event? The OnEnter script of a module? - Star Admiral...  [Read More]
Posted in: Dialog error
 Star Admiral
02-08-2009, 1:06 AM
#7
Does the NPC even move over to where you are, or does the script simply not fire at all? - Star Admiral...  [Read More]
Posted in: Looking for a game save
 Star Admiral
02-08-2009, 1:13 PM
#5
You can use a cheat code to attempt to warp into another module. Try "warp tat_m17aa", without quotes, to warp out of the cantina back into the main Anchorhead. - Star Admiral...  [Read More]
Posted in: Two Questions
 Star Admiral
02-10-2009, 2:35 PM
#6
Couldn't you have each door have a different tag, one for locked and one for unlocked? - Star Admiral...  [Read More]
Posted in: Decompile request ...
 Star Admiral
02-05-2009, 3:01 PM
#4
nwscript.nss doesn't tell whether a 0 or a 1 means locked, but I'm inclined to think that 1 would mean locked. - Star Admiral...  [Read More]
Did you make sure to move the cursor to select a different row before saving the .2da file? If you don't, the changes will not be saved. - Star Admiral...  [Read More]
Posted in: Bao-Dur, armor, robes, & tricking TSL
 Star Admiral
02-01-2009, 7:03 PM
#4
I don't think it is related to the denysubrace in baseitems.2da, as Bao-Dur can wear light and medium armor, and those armors also have the 0x00000002 flag. I think it is more to prevent droids from using them, as the you would enter 0x02 in one of t...  [Read More]
Posted in: g_i_mask22.uti
 Star Admiral
01-31-2009, 2:56 PM
#6
Open KT, expand Kotor II, then BIFs, then templates.bif, then Blueprint Item, then g_i_mask22.uti. It should be there. If it isn't, try reinstalling the game to fix that problem. - Star Admiral...  [Read More]
Posted in: g_i_mask22.uti
 Star Admiral
01-30-2009, 6:35 PM
#4
Sorry, my brain must be stuck, but I'm not sure what your problem is. If you can open it, then under the Properties tab, you can change the features to whatever you want. If you can't, keep trying or else close KT and try again. Somethings it will gi...  [Read More]
Posted in: g_i_mask22.uti
 Star Admiral
01-30-2009, 6:00 PM
#2
Err..., you can't open it in KT? Or extract it? - Star Admiral...  [Read More]
Posted in: Dialog Problems...
 Star Admiral
01-30-2009, 7:06 PM
#6
The only thing that I can think of might be that the vanilla scripts check the gender using a global boolean check, while yours uses the GetGender() function. Perhaps for some reason the global for your character got messed up, but that wouldn't make...  [Read More]
Posted in: Dialog Problems...
 Star Admiral
01-30-2009, 6:32 PM
#4
You should use the conditional on only one of the nodes. Let's say the male dialog node is first. You would use the c_ismale script in the conditional field. The female dialog node should be below the male one, and not have any conditional scripts fo...  [Read More]
Posted in: Force power editing problems
 Star Admiral
02-01-2009, 4:50 PM
#19
To change the casting sounds for each Force power, you'll need to edit the castsound column in the spells.2da. If you want to change the sounds played by the different VFXs in the script, then you'll change the soundimpact column in the visualeffects...  [Read More]
Posted in: Force power editing problems
 Star Admiral
02-01-2009, 11:21 AM
#17
Yes, that would definitely be the problem. I tried compiling it myself, and it works, so the script is fine. What steps did you follow when you compiled the script? - Star Admiral...  [Read More]
Posted in: K1 Force Pack 2.0
 Star Admiral
02-09-2009, 6:34 PM
#7
Regarding the Force Pull power. I'll be creating the fall-down animation in v3 that will probably come out sometime in the next month. I just got lazy in coding it :D, as I didn't want to deal with the possibility of the character dying while on its...  [Read More]
Did you change your dialog.tlk file? That might be a reason for all the BadStrRef errors you've been getting. If you have an earlier save that you haven't messed with, you can try loading that one, as a corrupted PartyTable.res is not easy to fix. Yo...  [Read More]
Page: 4 of 12