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Fallen Guardian

Latest Posts

Page: 12 of 22
Posted in: Editing Existing Modules
 Fallen Guardian
06-05-2011, 9:23 PM
#1
Nevermind, I solved it. If a mod could delete this thread?...  [Read More]
Posted in: Waypoint Intricacies
 Fallen Guardian
06-04-2011, 10:37 AM
#3
I put the script by Vesser in the onblocked section of the NPC but he still just walks into the door....  [Read More]
Posted in: Waypoint Intricacies
 Fallen Guardian
06-03-2011, 9:23 PM
#1
So in Kotor 1, I have an NPC walking waypoints. Now, unfortunately there are many doors in his path and instead of opening them he walks into them like a dunce. Is there a way to make it so the NPC opens doors, or must this be done through triggers?...  [Read More]
Posted in: dialog bubble question - tsl
 Fallen Guardian
06-03-2011, 9:36 PM
#4
The first script you posted Timbob won't compile. I've tried fixing it with some results at least. int StartingConditional() { int iResult; iResult = GetGlobalNumber("MERC_ASSIGN"); if (iResult == 4) return iResult; } The only problem...  [Read More]
Posted in: Custom Doors
 Fallen Guardian
06-02-2011, 10:36 PM
#3
Like if I wanted to create a door for a module that had a different texture than the original door, like in Brotherhood of Shadow when the Orion's doors were different from the Endar Spire's....  [Read More]
Posted in: Custom Doors
 Fallen Guardian
06-02-2011, 9:44 PM
#1
How do you create custom textured doors in Kotor 1?...  [Read More]
Posted in: Custom Module Spawning Trouble
 Fallen Guardian
06-02-2011, 10:01 AM
#4
Wait a second. I thnk I've foun my problem. Jeez, I didn't put the walkmesh in the override.:rolleyes:...  [Read More]
Posted in: Custom Module Spawning Trouble
 Fallen Guardian
06-02-2011, 1:04 AM
#1
So, this time instead of the textures being messed up, I spawn below the floor of the module. It's in the right place, just a few feet below the actual place where you're supposed to be. I checked the Z coordinate and everything checks out. Any help?...  [Read More]
Posted in: Light/Dark Side damage?
 Fallen Guardian
05-26-2011, 11:40 PM
#7
Hmmm, you're probably right....  [Read More]
Posted in: Light/Dark Side damage?
 Fallen Guardian
05-26-2011, 6:16 PM
#5
In Kotor 1 there is a saber crystal, solari I believe it was called, it adds modifiers to damage darkside if I remember correctly....  [Read More]
Posted in: Editing item icons
 Fallen Guardian
05-26-2011, 10:06 AM
#3
Word of advice, don't bump threads just wait do people to actually take a look at it. It depends whose online when you post it. It might take longer for a response to threads than just a few hours. But anyway on to your question. First off, what I t...  [Read More]
Posted in: Global Numbers
 Fallen Guardian
05-26-2011, 1:14 AM
#5
Alright thanks!...  [Read More]
Posted in: Global Numbers
 Fallen Guardian
05-25-2011, 10:21 AM
#3
Yeah it was. I only have one question. When you get the global number, does it check what number your at?...  [Read More]
Posted in: Global Numbers
 Fallen Guardian
05-24-2011, 10:21 PM
#1
So I understand well enough how to use global booleans, but just what are numbers, and how do you use them?...  [Read More]
Posted in: Onenter script woes
 Fallen Guardian
05-22-2011, 4:50 PM
#4
Wow, after intense study of my script I have realized I made one of the stupidest mistakes ever. The file name for the script that was supposed to execute was wrong, so problem solved. If a mod could close this thread?...  [Read More]
Posted in: Onenter script woes
 Fallen Guardian
05-22-2011, 10:49 AM
#3
Well it worked before and I think you were the one who told me to do that. But, I'll try that....  [Read More]
Posted in: Onenter script woes
 Fallen Guardian
05-22-2011, 1:14 AM
#1
So, with my "beautiful" onenter script there is one problem. For some reason, it does not execute old_k_pdan_14b_area. void main() { if (!GetLocalBoolean(OBJECT_SELF, 40) && (GetEnteringObject() == GetFirstPC())) { if (GetGlo...  [Read More]
Posted in: Animated Cameras
 Fallen Guardian
05-17-2011, 9:57 PM
#7
Actually I don't think the animated camera tool works for Kotor 1....  [Read More]
Posted in: Animated Cameras
 Fallen Guardian
05-17-2011, 7:22 PM
#5
Well if anyone could tell me how to do it, or point me to a tutorial on it, the would be much appreciated....  [Read More]
Posted in: Animated Cameras
 Fallen Guardian
05-16-2011, 11:29 PM
#3
In a dialogue file when the camera moves around showing things. Like in the opening sequence of the Mandalorian camp on Dxun in kotor 2....  [Read More]
Posted in: Animated Cameras
 Fallen Guardian
05-16-2011, 10:35 PM
#1
Is it possible to make animated cameras in Kotor 1? And if so, how?...  [Read More]
Posted in: Bioware Music
 Fallen Guardian
05-16-2011, 9:14 PM
#3
Darn. Ahh well....  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
06-01-2011, 7:10 PM
#58
It looks like you reskined Davik's ?Estate, Black Vulkar Base Main Level, and Manaan Landing Pad. The skins are beautiful! You're spot on there. Thanks. I thought the first picture was Dantooine! Awesome job FG! Looks really great. Thanks!...  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
06-01-2011, 2:05 AM
#53
Oh my. Alright, yes I failed to come through on that update. (At least in my eyes.) But, here are some area skins I've been working on. Basically these are all for an estate converted spaceport you travel to while helping out the Pacis Oddo. Also du...  [Read More]
Posted in: Hunters W.I.P.
 Fallen Guardian
05-24-2011, 6:43 PM
#73
Definitely would rather have them be in sync. But couldn't you also make new defences to match the attacks?...  [Read More]
Page: 12 of 22