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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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]
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]