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newbiemodder

Latest Posts

Page: 12 of 14
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-29-2010, 9:49 PM
#15
no. just use the script I gave u in post #11 as your hostile script...all you need to do is change the tag name after the sub1...  [Read More]
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-29-2010, 9:25 PM
#13
lets say you have 15 npcs on your level all with the same tag...pri_guard...then yes put that shared tag name after the sub1...that should turn all npcs with that tag hostile.....  [Read More]
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-29-2010, 9:08 PM
#11
Try this one...I got this one from DarthStoney void sub1(string stringParam1) { int int1 = 0; object object1 = GetObjectByTag(stringParam1, int1); while (GetIsObjectValid(object1)) { ChangeToStandardFaction(object1, 1); object1 = GetObjectByTag(stri...  [Read More]
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-28-2010, 10:25 PM
#6
use the DestroyObject function, check this thread http://www.lucasforums.com/showthread.php?t=201971&highlight=destroy+object...  [Read More]
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-28-2010, 9:33 PM
#4
script to open door I think is something like this: void main() { object oDoor = GetObjectByTag( "tag of your door"); ActionUnlockObject( oDoor ); ActionOpenDoor( oDoor ); }...  [Read More]
Posted in: NPCs Hostile after Dialouge Choice
 newbiemodder
04-28-2010, 8:59 PM
#2
You could put this script on the OnOpen script line for your door: void main() { object oObject1 = GetObjectByTag("tag of guard capt"); object oObject2 = GetObjectByTag("tag of guard"); ChangeToStandardFaction(oObject1, 1); Chang...  [Read More]
Posted in: Tougher fight against strong NPC?
 newbiemodder
04-27-2010, 9:27 AM
#2
Basically turn everything up a notch--wisdom, intelligence, strength, fortitude, etc...also increase the difficulty level...increase the natural armor...trial and error really....  [Read More]
Posted in: Npc unequip and remove item script
 newbiemodder
04-26-2010, 6:48 PM
#2
Try this thread, hope it helps. http://www.lucasforums.com/showthread.php?t=140717&highlight=unequip+script+remove+inventory...  [Read More]
Posted in: NPC's won't die!
 newbiemodder
04-26-2010, 11:20 AM
#2
try this thread for spawning dead npcs http://www.lucasforums.com/showthread.php?t=202180&highlight=making+corpse try this thread for your other problem, not sure it is what you're looking for though http://www.lucasforums.com/showthread.php...  [Read More]
Posted in: Puppet question - tsl
 newbiemodder
04-22-2010, 11:58 AM
#1
I followed Stoffe's puppet tutorial and everything seemed to go smoothly. However, I have noticed that sometimes after combat rounds the puppet will stop following his 'master'. He'll just stand their while the party moves on. Per stoffe's tutorial,...  [Read More]
Posted in: Changing Module Textures
 newbiemodder
04-13-2010, 12:10 PM
#4
Kind of...looking at the rim file for unk_m44ab..they created floor panel placeables..floor panel triggers..and I looking at a couple of the decompiled scripts, they played animations rather than replacing when entering the trigger..animations 200 an...  [Read More]
Posted in: Changing Module Textures
 newbiemodder
04-13-2010, 8:56 AM
#2
Well...looking at the way they probably did it, and I'm no expert on scripting..it looks as if they created floor tile placeables...and thru scripting changed/animated those individual placeables with their k_punk_floor scripts...I do not think it is...  [Read More]
Posted in: Puppet mod
 newbiemodder
04-14-2010, 11:19 PM
#7
You cannot link a puppet to the PC only to party members....  [Read More]
Posted in: Puppet mod
 newbiemodder
04-12-2010, 6:46 PM
#4
The reason I asked was first off..the script you're showing is missing the the last few lines of stoffe's script...starting with the 'void main()' and the givepuppet function.. Second..did you take note of stoffe's note regarding the need to include...  [Read More]
Posted in: Puppet mod
 newbiemodder
04-11-2010, 8:09 AM
#2
Did you follow stoffe's tutorial on puppets? http://www.lucasforums.com/showthread.php?t=151438&highlight=puppets...  [Read More]
Posted in: one time creature spawn..tsl
 newbiemodder
04-09-2010, 10:04 PM
#4
Thanks guys....I got it working....  [Read More]
Posted in: one time creature spawn..tsl
 newbiemodder
04-09-2010, 12:22 PM
#1
I have this script for spawning a creature on the onenter script for my .are file: void main() { CreateObject(OBJECT_TYPE_CREATURE, "n_xyz", Location(Vector(6.00,-62.06,11.02), 0.0)); object oNPC = GetObjectByTag("xyz"); objec...  [Read More]
Posted in: new head mod
 newbiemodder
03-28-2010, 3:34 PM
#5
Many of the head models from k1 are also in k2. You just have to look thru kotor tool to find out if the particular model you want, as well as the skin, is indeed there. If it is, you're good to go....  [Read More]
Posted in: new head mod
 newbiemodder
03-27-2010, 9:50 AM
#2
Can't do it. It's called porting. It is illegal and not sanctioned by lucas forums....  [Read More]
Posted in: Power Overwhelming PC Head Reskin
 newbiemodder
03-26-2010, 7:01 PM
#5
Fantastic....fear the Reaper....  [Read More]
Posted in: Reskinning Modules Questions and Request
 newbiemodder
03-18-2010, 2:13 PM
#2
It all depends on the model and how many objects a particular texture is applied and how those objects are layed out in the model. The only way to know is to load the particular room model into gmax and see how the objects and the shapes are connecte...  [Read More]
Posted in: No party script woes - TSL
 newbiemodder
03-04-2010, 9:07 AM
#2
Nothing huh...well I guess I can run a script on the onenter that allows the user to pull up the gui party screen to select his party upon return to the originating module..Let me ask this...is it possible to make a conditional based on which module...  [Read More]
Posted in: No party script woes - TSL
 newbiemodder
03-02-2010, 2:31 PM
#1
I have this script that I found among the threads that makes the PC enter the module alone with no help. I have it on the onenter in .are. it works fine. void main() { RemovePartyMember(0); RemovePartyMember(1); RemovePartyMember(2); RemovePart...  [Read More]
Posted in: Star Wars - Shadows of the Empire
 newbiemodder
04-12-2010, 9:18 AM
#47
Great. Keep it up. I know it's a lot of work. @JM I apologize for the poor quality, I kinda took em' in a hurry. Don't sell yourself short. I think it looks good....  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 newbiemodder
05-05-2010, 12:53 AM
#800
love the pics logan...the module reskins look great!...  [Read More]
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