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05-28-2012, 11:56 AM
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#2
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Junior Member
Join Date: Nov 2011
Location: Under a Bed
Posts: 487
Current Game: Kotor 1
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UPDATE
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It would be nice on this page for people to provide short tutorials for peoples questions (so people dont have to create loads of threads for their questions, yes I know thats what i did  ). I have one:
This is my predicament:
Thers a droid and a man, I talk to the man and we team up and kill the droid. Id like to talk to him again without going through that dialog. How can I do this. More to the point,
Can someone give me a script to set that the node of the battle dialog had been said, and next time I talk a script will check if Ive talked to him, if true, it will show a different line of dialog. If you need me to explain further i will do so.
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07-10-2012, 02:42 AM
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#3
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Rookie
Join Date: Jan 2012
Location: Missouri, United States
Posts: 232
Current Game: Master of Orion 2
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Quote:
Originally Posted by UltimateHK47
UPDATE
This is my predicament:
Thers a droid and a man, I talk to the man and we team up and kill the droid. Id like to talk to him again without going through that dialog. How can I do this. More to the point,
Can someone give me a script to set that the node of the battle dialog had been said, and next time I talk a script will check if Ive talked to him, if true, it will show a different line of dialog. If you need me to explain further i will do so.
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Have you tried the "k_act_talktrue" script? You might set it in the slot for "script that determines if this node is available" in the node you want to access.
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08-02-2012, 05:37 PM
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#4
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Junior Member
Join Date: Nov 2011
Location: Under a Bed
Posts: 487
Current Game: Kotor 1
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Sorry that im not that updated with LF too much anymore, but has alot of data been lost?
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08-02-2012, 10:45 PM
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#5
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Rookie
Join Date: Aug 2012
Posts: 109
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I have looked through the majority of the tutorials. Very helpful and it has a place on a notepad so I can refer back to this. Quick question If I may ask, how does one apply the CM_Baremetal effect to clothing that doesn't originally have it?
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08-02-2012, 11:28 PM
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#6
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Behold The Envoy...
Join Date: Nov 2008
Posts: 716
Current Game: TES IV: Oblivion
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Quote:
Originally Posted by TWINKEYRUNAWAY
I have looked through the majority of the tutorials. Very helpful and it has a place on a notepad so I can refer back to this. Quick question If I may ask, how does one apply the CM_Baremetal effect to clothing that doesn't originally have it?
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You'd first need to edit the texture so it has an alpha channel(which allows for transparency). With one, the game renders the texture with an effect, rather an the part in question actually being transparent(unless that is the intent, however). Photoshop and gimp can easily do this, though you might have to keep changing it to get the best look.
Next, you need to create a .txi file. This can be done with notepad, but you must change the "Save As Type" to 'All Files' first, as otherwise it won't read correctly. As for what you need to add to it, it's just this:
Code:
envmaptexture CM_Baremetal
There are one or two others you can use, such as the gunmetal texture, which gives a similar effect.
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08-03-2012, 01:18 AM
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#7
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Rookie
Join Date: Aug 2012
Posts: 109
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Quote:
Originally Posted by Rtas Vadum
You'd first need to edit the texture so it has an alpha channel(which allows for transparency). With one, the game renders the texture with an effect, rather an the part in question actually being transparent(unless that is the intent, however). Photoshop and gimp can easily do this, though you might have to keep changing it to get the best look.
Next, you need to create a .txi file. This can be done with notepad, but you must change the "Save As Type" to 'All Files' first, as otherwise it won't read correctly. As for what you need to add to it, it's just this:
Code:
envmaptexture CM_Baremetal
There are one or two others you can use, such as the gunmetal texture, which gives a similar effect.
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http://www.youtube.com/watch?v=EsHpW...ature=youtu.be
Thanks for the advice, however I am still encountering this problem that seems to have plagued me for a few days now. Perhaps I am doing something wrong with the alpha channel?
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08-09-2012, 04:26 PM
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#8
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Junior Member
Join Date: Nov 2011
Location: Under a Bed
Posts: 487
Current Game: Kotor 1
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I have somethings that need to be done:
Can someone give me a script if an item is in someones inventory. If it is an extra line of conversation appears. If not, its not viewable/selectable.
Also, can some give an alternative script to check if something ISN'T there, if its not, an extra line of dialog appears. If it is, it doesn't.
Thank you! 
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08-10-2012, 01:17 AM
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#9
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,152
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by UltimateHK47
I have somethings that need to be done:
Can someone give me a script if an item is in someones inventory. If it is an extra line of conversation appears. If not, its not viewable/selectable.
Also, can some give an alternative script to check if something ISN'T there, if its not, an extra line of dialog appears. If it is, it doesn't.
Thank you! 
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Alright, I don't really have my normal modding computer on hand so I don't know if this script will compile/work perfectly, but I'm pretty sure this is the general idea.
Here's the script for having the item and the line appearing true:
Code:
int StartingConditional()
{
object oPC = GetFirstPC();
if(
GetItemPossessedBy(oPC, "YOUR ITEM'S TAG") ) {
return TRUE;
}
else return FALSE;
}
I'm not entirely sure that the script I have next up will work right, but I think it will. This one should let you see the option if you don't have the item.
Code:
int StartingConditional()
{
object oPC = GetFirstPC();
if(
!GetItemPossessedBy(oPC, "YOUR ITEM'S TAG") ) {
return TRUE;
}
else return FALSE;
}
Just in case the script above doesn't work, this is another way to get the line to pop up if you don't have the item, but again, I'm not entirely sure.
Code:
int StartingConditional()
{
object oPC = GetFirstPC();
if(
GetItemPossessedBy(oPC, "YOUR ITEM'S TAG") ) {
return FALSE;
}
else return TRUE;
}
Hope I helped. If only just a little bit.
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