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Silveredge9

Latest Posts

Page: 12 of 12
Posted in: Placeable Animation State
 Silveredge9
11-04-2006, 8:21 PM
#3
Yup, I managed to get it to work. Thanks for the help. :)...  [Read More]
Posted in: Placeable Animation State
 Silveredge9
11-04-2006, 4:29 PM
#1
Is there a way to changes the animation state of a place able in a script? I need to know this because I want to script the process opening of the mysterious box place able, like in that ebon hawk quest. Any help would be appreciated. :)...  [Read More]
Posted in: Playing a sound using scripting
 Silveredge9
10-23-2006, 10:27 PM
#1
How would I script a sound to play? The method below that I've tried doesn't seem to work. (I'm working on KOTOR1) object oSound = GetObjectByTag("NAMEOFSOUND"); SoundObjectPlay(oSound); Thanks for any help on this in advance. :)...  [Read More]
Posted in: Some Questions
 Silveredge9
07-13-2006, 7:46 PM
#4
I have made some changes to the generic waypoint walking scripts for my own use earlier. Basically it lets you (optionally) set two (sets of) local number variables on each waypoint, which would specify how long the NPC would pause there, and the num...  [Read More]
Posted in: Some Questions
 Silveredge9
07-13-2006, 3:47 PM
#1
1. What script would I use to make an NPC stop at a specified waypoint for a certain amount of time and perhaps do a command (Like an animation or something) 2. How would I make an NPC wait for a certain amount of time at each waypoint instead of im...  [Read More]
Posted in: Sitting NPC Placeables
 Silveredge9
07-06-2006, 3:19 PM
#3
Yup, thats why I use it before I make threads to make sure my questions arn't already answered. ;) The problem is that the Placeables that are mean't to be NPC's sitting, arn't, they are NPC's standing up in what seems to be the default model positi...  [Read More]
Posted in: Sitting NPC Placeables
 Silveredge9
07-06-2006, 9:28 AM
#1
I'm trying to place a sitting NPC placeable, but when I check to see if it works they arent even sitting. >_> http://img.photobucket.com/albums/v642/Silveredge9/bla2.jpg I'm wondering if anybody has encountered or knows the solution to this a...  [Read More]
Posted in: NPC Waypoints
 Silveredge9
07-02-2006, 1:19 PM
#4
Thanks for the detailed reply, I'm gonna try and implement it laters after I finish this college work. Again thanks, these waypoints have been as annoying as hell. -_-...  [Read More]
Posted in: NPC Waypoints
 Silveredge9
06-23-2006, 9:04 PM
#1
I'm trying to get an NPC to walk specific waypoints, but I can't seem to get it to work. Can anybody point me to a tutorial or some useful threads about NPC waypoints?...  [Read More]
Posted in: Scripting/Animations
 Silveredge9
06-19-2006, 11:42 AM
#1
What sort of script would I use to make an NPC run a certain animation? So far I have: void main () { object oNPC=GetObjectByTag("mechanic"); // insert NPC's tag here float x=48.39; // do a whereami cheat float y=29.66; // to get x, y, a...  [Read More]
Posted in: Enemy AI
 Silveredge9
06-14-2006, 6:21 PM
#5
Ok I fixed the problem, I compared it to a UTC file of an NPC that did work and spotted some differences. Either the fact that the OnEndDialogu script was missing or the fact that the challenge rating had to be around 6ish (whist before it was 2) was...  [Read More]
Posted in: Enemy AI
 Silveredge9
06-14-2006, 2:34 PM
#3
At the moment I have a section where there are 3 enemies in front of me and 4 or so near by, after a certain conversation choice I added a script to turn them all from neutral and non-attacking to Hostile. The enemies, that are looking pretty much my...  [Read More]
Posted in: Enemy AI
 Silveredge9
06-14-2006, 1:57 PM
#1
What do I need to change in order to make Enemies attack you as soon as you are fairly close to them and are recognised as enemies? Like when you encounter Darth Bandon or Calo Nord and they charge you, or attack from a distance....  [Read More]
Posted in: Conditional Spawning
 Silveredge9
06-10-2006, 9:19 PM
#3
Thanks, that's pretty much what I needed....  [Read More]
Posted in: Conditional Spawning
 Silveredge9
06-10-2006, 3:29 PM
#1
I believe I've come close, but not close enough... -_- After I've finished talking to an NPC, another NPC needs to be spawned upon entry to a different module. At the moment I have a script that activates after the conversation is over. void main(...  [Read More]
Posted in:  Patterned Jedi Robes
 Silveredge9
07-03-2006, 7:31 PM
#17
The robes will only work on Females. Males and Females have slightly different texture layouts so it would mean I would have to resize and move the textures and such to fit. I might get round to it in the future, but for now they are for females only...  [Read More]
Posted in:  Patterned Jedi Robes
 Silveredge9
05-26-2006, 6:45 PM
#4
Is it just me, or are the links not working correctly? Some wierd linking problem, just copy the link into your address bar. :P Some suggestions, which I know you already considered. You mentioned in your other thread that you experimented with dual...  [Read More]
Posted in:  Patterned Jedi Robes
 Silveredge9
05-26-2006, 2:09 PM
#1
http://www.lucasforums.com/showthread.php?t=165255 (original thread) Yup, this mod adds 5 new patterned Jedi Robes into the original KOTOR. 5 colour variations (Red,Blue,Grey,Yellow and Brown) are all available to buy from the Czerka store on Tatooi...  [Read More]
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