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Showing content with the highest reputation on 04/08/2020 in Posts

  1. 2 points
  2. 1 point
    I think you should read this. You'll also need to convert the textures into .tga. And I heavily recommend you to use KotorMax instead of the old nwmax plugin.
  3. 1 point
    You'll probably want to do some in-game testing and see what the feedback log says to make sure they didn''t just skip scripting and hardcode it all.
  4. 1 point
    // 533: Get the creator of oTrapObject, the creature that set the trap. // - oTrapObject: a placeable, door or trigger // * Returns OBJECT_INVALID if oTrapObject was created in the toolset. object GetTrapCreator(object oTrapObject); You may also find the following useful in order to grab the trap in the first place: // 488: Get the trap nearest to oTarget. // Note : "trap objects" are actually any trigger, placeable or door that is // trapped in oTarget's area. // - oTarget // - nTrapDetected: if this is TRUE, the trap returned has to have been detected // by oTarget. object GetNearestTrapToObject(object oTarget=OBJECT_SELF, int nTrapDetected=TRUE); Since GetTrapCreator returns an Object, just do a GetTag on that and then you can do some simple if checks against the party member tags.
  5. 1 point
    Thanks so much mate, I really appreciate it! If I manage to create anything noteworthy, 'll be sure to get the original author's permission and share it here!
  6. 1 point
    Lightsabers (and weapons in general) aren’t too complicated to make. These vintage tutorials should get you through it: You’ll have to get the lightsaber mesh from the JKA mod of your choice first. I don’t know how they are set up for JKA but whatever they include, just isolate the hilt mesh and then follow the videos above. And remember you’ll need the original author’s permission if you wish to upload them here afterwards.