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bead-v

Latest Activity

Posted in: Include Files
 bead-v
03-16-2011, 2:13 PM
#2
You have to put the include file in the override, then compile the script that uses the include. Also, you include the file by typing the full name of the file: #include "populate.nss"...  [Read More]
Posted in: Scripting Help
 bead-v
04-03-2011, 3:59 AM
#28
Great job Timmy, congrats.. I'm interested in knowing how well this works in oddly shaped areas though.. =P...  [Read More]
Posted in: Scripting Help
 bead-v
04-01-2011, 8:19 AM
#24
TB, I think you're not including the script correctly.. if your script name is "example.nss", you have to place it in the override folder, and then compile the script that makes a reference to it, which is supposed to look like this: #incl...  [Read More]
Posted in: Scripting Help
 bead-v
03-20-2011, 4:53 PM
#20
Nope, equip the whereami armband and hop into the module you want to populate... As I've said before, some models are far the left, some are positioned otherwise and so on.. if you want the creatures as evenly spread out as possible it's best you get...  [Read More]
Posted in: Scripting Help
 bead-v
03-19-2011, 6:16 PM
#18
Hmm, VP is right about the game correcting the positions, I've tested it. So his idea seems to be the best - getting a xmax, xmin, ymax, ymin, then just randomly spawning.....  [Read More]
Posted in: Scripting Help
 bead-v
03-17-2011, 1:28 PM
#14
#include "k_inc_generic" #include "k_inc_utility" int RandomInt(int iMax=1, int iMin=0) //Created by bead-v. Thank You { int Malo = iMin; if(iMin>iMax) Malo=iMax; int iRandom = Malo + Random(abs(iMax-iMin)); return iRandom; }...  [Read More]
Posted in: Scripting Help
 bead-v
03-16-2011, 11:13 AM
#11
int RandomNegative(int i){ return (Random(2*i)-i); } If you enter the int i, this will return you a random int between i and -i. int RandomInt(int iMax=1, int iMin=0){ int Malo = iMin; if(iMin>iMax) Malo=iMax; int iRandom = Malo + Random(abs(iM...  [Read More]
Posted in: "Advanced" Scripting Questions
 bead-v
02-14-2011, 1:34 PM
#15
No, no; no renaming of nAmount.. when you type 'int nAmount' into the parameter you basically already define it. By defining another nAmount inside, you kind of overwrote the first one. And since the new one didn't have a value assigned to it, the wh...  [Read More]
Posted in: "Advanced" Scripting Questions
 bead-v
02-14-2011, 1:06 AM
#11
Yep, I know what's wrong :D You cannot define variables inside the switch, unless you put either that part of the code or the entire case inside { }. So: switch (nParam) { case 0:{ location lLoc=GetLocation(GetObjectByTag("wp_hq_dess"))...  [Read More]
Posted in: "Advanced" Scripting Questions
 bead-v
02-13-2011, 5:14 PM
#8
Hmm, are you maybe forgetting the break;-s? switch(iInteger){ case 0: //CODE GOES HERE break; //this is obligatory since if it's missing the engine will continue reading the code block, which means reading any subsequent cases. case 1: //CODE GOES H...  [Read More]
Posted in: "Advanced" Scripting Questions
 bead-v
02-13-2011, 7:42 AM
#6
Seeing your entire code, and since this is an ADVANCED scripting zone, your multiple conditions by nParam's value is a place where a CASE/SWITCH would be appropriate, and save you a little coding. Not really, the way he did it is shorter....  [Read More]
Posted in: "Advanced" Scripting Questions
 bead-v
02-13-2011, 4:21 AM
#4
Try this. //prototypes, first time I've used these void SpawnMinions(int nAmount, location lWhereToSpawn){ //This will allow me to control minions spawned, that way I won't //have to trudge through code to change # from 5 to 3 :P int nID = 0; while...  [Read More]
Posted in: lip synching
 bead-v
02-06-2011, 1:45 PM
#4
I have no idea what you are referring to here... The .lips will automatically be applied when the corresponding line is spoken. So just make sure you put in the right VO filename, and if you have the .lips either in the override or in the _loc.mod, t...  [Read More]
Posted in: Any decent scripters about?
 bead-v
01-29-2011, 12:45 PM
#8
The return 0; is there because the function StartingConditional() returns an integer. I'm not completely sure whether it is necessary to reutrn something or not, but since you're supposed to use main() anyway, just remove it....  [Read More]
Posted in: Any decent scripters about?
 bead-v
01-29-2011, 8:39 AM
#5
First of all you dont need s conditional script. They areusually used for diaalogue. It just needs to bew a void main sacript Second u dont have enough coordinates set. I would post an example but im on my phone. It should work after that. Right abo...  [Read More]
Posted in: gmax error on model
 bead-v
01-25-2011, 10:17 AM
#2
I had a similar problem not too long ago, but it was when importing a door with animations into max. I got some error message, and nothing would show up. The nwmax wouldn't work either. If I ran the nwmax script again at that point however, it would...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-16-2011, 6:31 AM
#19
This is what worked for me in TSL: DelayCommand(0.8, ApplyEffectToObject(3, EffectVisualEffect(8000), oNPC, -1.0)); Don't ask me why, because I don't know.. Just keep trying, it shouldn't take you a lot of time to try all the options... As for the...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-09-2011, 5:14 AM
#14
No, I think there is a need, actually... logically you are correct (doy) and I think it also is affecting things, although I will need to test things a bit more to be sure where my hiccups are. Basically, it works for your case because the effect you...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-08-2011, 8:57 PM
#12
For those that are curious, this script is supporting the upcoming update release to Force Fashion for K1, and will be introducing a cool new armor j7 has made for us! You can see the armor in his "tinkerings" thread, it is the Sith Stalker...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-07-2011, 11:39 AM
#9
Is that from TSL? ...... yes ..... Sorry, I'm so very used to the fact that I always have to go the TSL folder to check things out that I simply forgot it wasn't for TSL this time. Sorry, it looks like you will have to use the 2da animation. Try to f...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-06-2011, 4:33 PM
#7
Ok. I thought this was the reasoning for the while loop, but I needed a little clarification, and a reminder that I needed to make a variable (eEffectVar). How do I declare that? Nope, like this: effect eEffectVar; I think that is one of the castout...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-06-2011, 3:40 PM
#5
The invisible placeable seemed like a good idea as it would perform like a trigger, but yes it is more complicated. I'm not sure there's an OnPercieved event for placeables, you should check to make sure. Another possibility would be to make a scrip...  [Read More]
Posted in: Spawning a cloaked NPC
 bead-v
01-05-2011, 11:08 AM
#2
If the script you're doing should fire when the player reaches a certain point, then it's better to use a trigger for that.. I believe there's a tutorial on triggers on this site. Now as for the functions, to remove the invisibility, you're gonna h...  [Read More]
Posted in: [k1]The Ultimate Arena Mod (Or Planet: Nimia)
 bead-v
01-04-2011, 6:06 PM
#11
So if it's on a new planet, how will you get there?...  [Read More]
Maybe there's a problem with the owner of the script. You can try this: void main(){ AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(),"NAMEOFDLG")); }...  [Read More]