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TimBob12

Latest Posts

Page: 7 of 17
Posted in: TSLCRM Nar Shaddaa bug
 TimBob12
04-06-2011, 12:58 PM
#5
Yeah but there is a bug fix for nar shadaa and a 1.7 patch http://knightsoftheoldrepublic.filefront.com/file/TSLRCMv16_Nar_Shaddaa_Fix;115443 Thats the bugfix. I think its fixed in 1.7 but don't hold me to that. It says you must use a save from bef...  [Read More]
Posted in: Two questions
 TimBob12
04-04-2011, 11:18 AM
#3
beat me to it........  [Read More]
Posted in: Populate Function
 TimBob12
04-02-2011, 4:18 PM
#1
Discussion Thread - http://www.lucasforums.com/showthread.php?t=207029 Populate Function 2.81 - STABLE AND WORKING Available from same download link This Populate function allows you to get four co-ordinates and randomly spawn any number of NPCs....  [Read More]
Posted in: Populate Function
 TimBob12
04-07-2011, 2:30 AM
#12
There are a couple of things wrong with your script. One isn't your fault. #include "populate" void main() { Tag = "n_com1" ; //YOU FORGOT THE SECOND QUOTATION HERE Populate(10, 33, 54, -39, 23,Tag , TRUE); } For the random...  [Read More]
Posted in: Populate Function
 TimBob12
04-06-2011, 5:34 PM
#10
What doesnt work?...  [Read More]
Posted in: Populate Function
 TimBob12
04-02-2011, 4:18 PM
#1
Populate Function 2.81 - STABLE AND WORKING Available from same download link This Populate function allows you to get four co-ordinates and randomly spawn any number of NPCs. It was designed to ease the process of creating modules. All informatio...  [Read More]
Posted in: ForcePushed(); effect not working
 TimBob12
03-25-2011, 1:00 PM
#2
Is your character darkside? Sounds obvious but its the little things that people miss....  [Read More]
There is a section for this. Its called modding requests. You might find more luck there....  [Read More]
Posted in: Viado Onasi's W.I.P.'s
 TimBob12
03-22-2011, 3:25 AM
#2
Wow. I love the assasins robes. They look awesome....  [Read More]
Posted in: KotOR models on Mac
 TimBob12
03-20-2011, 4:12 PM
#4
What about Wine? http://www.winehq.org/...  [Read More]
Posted in: KotOR 5 The Jedi Hunt
 TimBob12
04-03-2011, 3:27 PM
#51
How much had you actually done? A lot of what you have done (No Offence) seems to be ideas. Im working on SOTE for HarIII and we back up everything and collaberate using DropBox. It means if one person loses everything its still there....  [Read More]
Posted in: KotOR 5 The Jedi Hunt
 TimBob12
03-23-2011, 6:08 PM
#39
I quote LucasArts “While we have not announced a specific date, we can confirm that we are targeting a spring 2011 release for Star Wars: The Old Republic....  [Read More]
Posted in: KotOR 5 The Jedi Hunt
 TimBob12
03-22-2011, 12:06 PM
#37
Where are you getting that from. Last I saw it was scheduled for a spring release....  [Read More]
Posted in: Scripting Help
 TimBob12
04-03-2011, 7:58 AM
#29
You could always break an area down into smaller squares although it doesn't have to be a square I guess. Breaking it down would be more efficient but covering the whole area in one big square shape thing would mean less work. Either way its still...  [Read More]
Posted in: Scripting Help
 TimBob12
04-01-2011, 12:31 PM
#25
Wow it must have been late when I wrote this. Bead-v yes I have included it properly but you don't need the .nss extension. When I first wrote it a load of compiling errors came up through the main script referenced to populate.nss. The reason I ha...  [Read More]
Posted in: Scripting Help
 TimBob12
03-30-2011, 2:38 PM
#22
Ok, after lots of attempts and one hell of a lot of school work I finally managed to come up with this #include "k_inc_generic" #include "k_inc_utility" int RandomInt(int iMax=1, int iMin=0) //Created by bead-v. Thank You { in...  [Read More]
Posted in: Scripting Help
 TimBob12
03-20-2011, 6:11 PM
#21
Ok then, thanks for that. Lets see what I can come up with....  [Read More]
Posted in: Scripting Help
 TimBob12
03-20-2011, 1:07 PM
#19
Should the xMax etc. be declared in the function itself and how would you find out what to set them as. Sorry about this. I get everything else. Just not how to get the values....  [Read More]
Posted in: Reference: Cut Scenes (STUNT modules)
 TimBob12
03-21-2011, 3:18 AM
#8
Fantastic, I look forwarrd to it....  [Read More]
Posted in: Dantooine Tension
 TimBob12
03-20-2011, 1:53 PM
#44
Hmm not sure about the moustache. I like the full beard though. Will this be released seperately as a selectable head because that would be plain awesome....  [Read More]
Posted in: TimBob12's WIPs
 TimBob12
04-06-2011, 4:04 PM
#70
I don't think I quite follow you....  [Read More]
Posted in: TimBob12's WIPs
 TimBob12
04-06-2011, 1:51 PM
#68
Not sure if this is possible through script. I shall investigate though....  [Read More]
Posted in: TimBob12's WIPs
 TimBob12
04-06-2011, 1:09 PM
#66
Right here is a question for you modders. I would like to create some new scripting functions that would aid modders in creating stuff. Like my populate function and the idea behind that. So i wanna know what do you guys wanna see in the way of new...  [Read More]
Posted in: TimBob12's WIPs
 TimBob12
04-03-2011, 4:06 PM
#65
Updated first post with information about my Populate Script Function which populates areas with as many NPCs as you want from one script function....  [Read More]
Posted in: Canderis's WIPs
 TimBob12
03-27-2011, 2:53 PM
#209
Such a vast improvement. Can't wait :D...  [Read More]
Page: 7 of 17