-
Content Count
358 -
Joined
-
Last visited
-
Days Won
10
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by DarthTyren
-
Oops. CreateObject() is what I meant. My bad.
-
GetObjectByTag() can, however, access objects in BIF files or the Override folder, if an object isn't made more specific in the GIT files (the way waypoints are).
-
Not sure here, but I would check the lightsaber combat script on the Endar Spire. The one where the Jedi killed the Sith, before she dies as well.
-
.are files and the Override folder
DarthTyren replied to Kexikus's topic in General Kotor/TSL Modding
I suppose in theory, .ARE files are okay to put in the override folder, as long as you're changing certain values only. The only instance where it wouldn't work so well is if it's for a module that uses an .ARE with the same name as another module. Example: in TSLRCM, the Refugee Landing Pad .ARE is used in the main module as well as the added module where Atton, Bao-Dur, and another party member fight through armies of bounty hunters. In this instance, it would make sense for the whole level to look exactly the same, so anything that you would change in the .ARE file can likely be placed in the override folder without anything going wrong. Another example: in BoS:SR, there is another Ebon Hawk module for the vision at the beginning of the Solomon's Revenge portion. The values for DynAreaColor, OnEnter, SunFogColor, SunFogFar, SunFogNear, and SunFogOn are different between the two. If you place that particular .ARE in the Override folder, you overwrite both of them. This is what most people like to avoid to ensure compatibility, this is the main reason to just place .ARE files inside module files rather than the Override folder. I hope this helps. -
To answer your second question, the best way to "trigger" a conversation based on proximity is to add a trigger, which will point to a script, which will look something like this: void main() { object oNPC = GetObjectByTag("tag_of_npc"); object oTrig = GetObjectByTag("tag_of_trigger"); string sDialog = "name_of_dlg"; AssignCommand(GetFirstPC(), ActionStartConversation(oNPC, sDialog); DestroyObject(oTrig, 1.0); } Obviously, you'd replace everything in quotations with the appropriate info, leaving the quotation marks. What this will (should) do is fire the dialog once you walk into the trigger, then it will destroy the trigger, preventing the game from trying to fire the dialog again.
-
Then add another vector that is in front of the door and start by moving the NPC to that vector instead. Then, change the DelayCommand for moving the NPC from 2.0 to 4.0. If that doesn't help, let us know.
-
^This.^ Qui-Gon said that without MidiChlorians, life could not exist. With this understanding, there are MidiChlorians in every life form, and the amount is measured by the amount in each cell. A person's MidiChlorian count measures how much of their surroundings they should be able to feel, if they develop said abilities. The Force is a deeper part of said surroundings. If they can get in tune with the Force, they are considered Force Sensitive. EDIT Didn't see the date on the last post, sorry.
-
When one schedules an 18 credit hour semester, it's understood that there will be a lot to do. Most people, however, aren't in a choir that gets invited to sing with an Opera company. Hello there, very busy schedule.
-
When Kyle Katarn plays TSL, he recruits all twelve companions, as well as Atris. He then forces the Party Selection Screen to accommodate all of them. The term "Unescapable" means nothing to Kyle Katarn, he can still change his party. Kyle Katarn can select up to eight party members to venture out with him. Kyle Katarn can gain influence with all his companions, even the ones that aren't in the current party. Kyle Katarn never loses influence with any companions. They all approve of all choices he makes. Bastila didn't run away from Kyle Katarn after they kissed. She just kissed him again. Kyle Katarn was able to redeem Bastila without dueling her once. That beard, though...
-
So, I've been "off the scene" for the past two weeks, just working on whatever project pops into my mind, as well as a super-secret thing that's for just me to know about right now. I decided to show off what I've been up to. These are actually a part of my super-secret project, but what the heck. NEW SHUTTLE PLACEABLE with NEW STUNT AREA Okay, so I decided that the GWing just sucked (I can't see how three people could/would/should fit in it). It didn't really represent a shuttle for me, so I made one for myself, and threw in a module for the interior for good measure. As you can see from the last one, it could use a little help on the lights, but I'm still messing with stuff, still trying to get the effect I want. Thoughts?