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02-20-2005, 05:21 AM
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#41
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
Originally posted by Darth333
BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request.
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Thank you, Thank you, Thank You.
[Plant's Big Kiss on Darth333's Cheek]MMMMWWWAHH[/Plant's Big Kiss on Darth333's Cheek] then runs off to DL the update.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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02-21-2005, 01:13 AM
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#42
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Rookie
Join Date: Sep 2004
Posts: 81
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Hey, quick question/request.
I am trying to use the armband on the HK factory level, well the save only allows HK and no one else, I can summon the armband fine but it will not allow me to equip it on him. Is there anyway you can edit it so HK can use it please? There are only two exits on that level, one to the main HK factory and the other back up to the Telos base.
Thanks.
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02-21-2005, 04:03 AM
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#43
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Quote:
Originally posted by damacles
Hey, quick question/request.
I am trying to use the armband on the HK factory level, well the save only allows HK and no one else, I can summon the armband fine but it will not allow me to equip it on him. Is there anyway you can edit it so HK can use it please? There are only two exits on that level, one to the main HK factory and the other back up to the Telos base.
Thanks.
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Nn PC...you could simply warp there with your main PC  On xbox, easiest way would be to use a droid shield instead of an armband. That takes a few minutes to do. Unfortunately, I don't have my game with me right now and I'll be away from the boards until Thursday due to a business trip.
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02-21-2005, 05:29 AM
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#44
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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Darth333, when is your warp band gonna be out? 
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02-21-2005, 05:59 AM
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#46
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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ohhhhhh! Sorry 
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03-06-2005, 09:40 PM
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#47
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Lurker
Join Date: Mar 2005
Posts: 2
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can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!
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03-06-2005, 10:26 PM
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#48
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k_ai_master
Join Date: Dec 2001
Location: scripts.bif
Posts: 1,011
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Quote:
Originally posted by micah
can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!
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since you obviously already have the whereami band, get this little patch for it:
d3_location_opendoor.zip
replace d3_location.ncs with the file in the zip. Now, go to the door (close) and use the band. It should open.
(hope Darth333 doesn't mind  )
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03-06-2005, 10:30 PM
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#49
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
Originally posted by micah
can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!
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check your PM's for my PMed reply to the same question. It should be very helpful.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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03-06-2005, 11:26 PM
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#50
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Lurker
Join Date: Mar 2005
Posts: 2
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Thak you all so much for your help. Your very talented to make thant transpotation patch. Im so happy i dont have to start over.
that was such a fast response too, thnx again!
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03-07-2005, 02:59 PM
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#51
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Rookie
Join Date: Nov 2004
Posts: 168
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Darth333 thank you for making this... but just one question though.. well maybe more than one
when i open a git file it shows a few things for orientation
http://www.imagemonster.org/getimg/gitfile.gif
one is for x orientation and one for Y Orientation... but your armband only shows one field for orientation is this x or y ... and if its for just one can you make it where itll show you both?
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03-07-2005, 06:56 PM
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#52
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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My armband will give you the XOrientation. I never really bothered with the YOrientation as this value rarely changes when you look at the exiting .git files...and honestly, I don't really know what it visually changes in the game, especially for creatures  Perhaps someone who has played with this value can tell us...
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03-07-2005, 07:23 PM
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#53
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Rookie
Join Date: Nov 2004
Posts: 168
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does the position you get work with the direction you are facing when you activate the armband?
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03-07-2005, 07:37 PM
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#54
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Quote:
Originally posted by sketch42
does the position you get work with the direction you are facing when you activate the armband?
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Yes, the relevant extract of the code is:
Code:
float GetOrientation= GetFacing(OBJECT_SELF);
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03-08-2005, 08:40 PM
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#55
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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New version uploaded! v. 2.0.2
The script has been modified to convert degrees in radians so that you will now be able to get the bearing in the output and not just the orientation in degrees. This will facilitate the positioning of placeables in the .git file.
Sample output:
Code:
Beginning whereami output:
Module: 601dan
> 365.64645
> 138.08188
> 6.70874
> Orientation: 106.80502
> Bearing: 1.86410
End of whereami output
Download link is in the first post (or just click the banner at the top of these forums).
Last edited by Darth333; 03-08-2005 at 11:36 PM.
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03-08-2005, 10:02 PM
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#56
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Thank you for this Darth333. It is always nice to see add on features to even the mildest of modding tools.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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03-09-2005, 01:09 AM
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#57
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Sweet, thanks Darth333!
This should make Module making much easier. 
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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03-12-2005, 02:39 AM
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#58
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Rookie
Join Date: Nov 2004
Posts: 168
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is it possible to get the armband to display the last script fired??
please say yes........ please say yes.......... please say yes
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03-12-2005, 07:56 AM
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#59
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Quote:
Originally posted by sketch42
is it possible to get the armband to display the last script fired??
please say yes........ please say yes.......... please say yes
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There is no way to display a script "as is" but you can insert debugging functions in your script (you don't need the armband for this). Check this thread: http://www.lucasforums.com/showthrea...hreadid=125847
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04-25-2005, 01:54 PM
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#60
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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v2.0.3 released
Hello,
With the permission of Darth333, I've updated this armband's dialog. It will now also tell you the tag and distance of the nearest Creature, Placeable, Trigger, Waypoint, and Door. You can then choose to force open the nearest door.
These appear in normal dialog, not in the Feedback screen. (To make them appear in the feedback screen, uncomment the commented sections in d3_getloc.nss and recompile.)
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04-25-2005, 02:11 PM
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#61
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Thanks for that useful update and for uploading it at SWK.com  (edit: and for changing the title of this thread  )
Now I've got to find some time to use the armband 
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04-26-2005, 01:20 AM
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#62
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8-Bit Code Monkey
Join Date: May 2004
Location: A House
Posts: 4,034
Current Game: SWTOR
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I for one think that this is a really useful edit for an already fantastic mod, great job tk102 and Darth333 
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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04-26-2005, 08:03 PM
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#63
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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Yeah thanks guys! (Guy) And Darth333 (girl) 
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05-09-2005, 12:31 AM
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#64
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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v2.0.4 released
An infuriated T7Nowhere informed me of an issue with v2.0.3's Orientation/Bearing readout. Steam spouted from his ears as he explained that these readings seemed to be affected by the initiation of the extended dialog.
As a workaround, I've updated the scripts so that nearest objects are written immediately to the Feedback screen. I've also added instructions on how to install this mod without any dialog at all. (This latter method quenched T7Nowhere's fiery wroth.)
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05-09-2005, 01:58 AM
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#65
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Re: v2.0.4 released
Quote:
Originally posted by tk102
An infuriated T7Nowhere informed me of an issue with v2.0.3's Orientation/Bearing readout. Steam spouted from his ears as he explained that these readings seemed to be affected by the initiation of the extended dialog.
As a workaround, I've updated the scripts so that nearest objects are written immediately to the Feedback screen. I've also added instructions on how to install this mod without any dialog at all. (This latter method quenched T7Nowhere's fiery wroth.)
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wroth? Do you mean wrath?
Thank you for the fix though TK. I would think it might be hard seeing steam come out of T7's ears with that helmet on though. By the way has anybody noticed how T7 looks like Mandalore?
Edit tk102: Um Yes, wrath. T7 scared my noun into an adjective.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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Last edited by tk102; 05-09-2005 at 10:14 AM.
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05-09-2005, 09:51 AM
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#66
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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Man, there has been so many good modz out there, and this one deservies a 10!!!! 
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08-01-2005, 09:21 PM
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#67
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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The armband has been updated to fix a bug that would prevent the bearing and orientation to display correctly (more details in this thread: http://www.lucasforums.com/showthread.php?t=150339 )
I just fusionned the script that gets the coordinates and the script that fires the .dlg together.
Download: http://www.starwarsknights.com/tools.php#ae
Last edited by Darth333; 08-02-2005 at 09:39 AM.
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08-02-2005, 02:11 AM
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#68
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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 What a simple fix! 
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08-02-2005, 03:10 AM
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#69
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Did you reset?
Join Date: Jan 2004
Location: Vancouver, BC
Posts: 2,971
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Thanks 
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08-02-2005, 12:42 PM
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#70
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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When I created 'DAP: I', I drew out levels, and set up coordinates. The Whereami Armband works like a charm. Thanks Darth333Lady. Yes! I did not know this existed untill I saw the thread.. lol... I am so slow some times... lol...
All hail Darth333 the  queen.
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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08-03-2005, 08:04 AM
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#71
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Forumite
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
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Kudos Darth333... 
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10-06-2005, 03:10 PM
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#72
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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I don't know if someone has mentioned this, but when I use the "Where Am I Band', my character records the orientation or bearing from the oposite direction. I was wondering if this was fixed, or if this is something new?
Either way! I still think this is one of the coolest utilities made!
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10-06-2005, 03:29 PM
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#73
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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Are you using the last version? (v. 2.0.5) It should give you the direction in which your pc is facing. Otherwise, I'll double check it but it works fine for me.
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12-28-2005, 11:09 AM
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#74
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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I checked your first post of this thread, and I didn't see any indication. Is there a 'Whereami' band for KotOR I?
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12-28-2005, 11:58 AM
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#75
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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No but I can make one  Check back tomorrow!
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01-05-2006, 04:20 PM
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#76
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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Hello! I was wondering if you released a KotOR I version yet?  hehehe...
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01-05-2006, 04:47 PM
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#77
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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I made it but didn't tested it yet. I am using the TSL patcher this time  It should be up in a few days.
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01-05-2006, 04:50 PM
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#78
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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Quote:
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Originally Posted by Darth333
I made it but didn't tested it yet. I am using the TSL patcher this time  It should be up in a few days.
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 Cool! 
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03-05-2006, 02:17 PM
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#79
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Ha-Ha Kotor Modding
Join Date: Sep 2003
Location: In the eye of the beholder.
Posts: 1,133
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I have a problem with the armband. I have the latest version and all of that but the bearing is off. When I set the bearing of a placeable like a computer according to the armband, when in game the placeable is always 90 degrees to the right of where my character was facing.
Any idea on what i might be doing wrong?
-Gsccc
I don't need you no more in this world. I'll meet you in the next one, and don't be late.
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03-05-2006, 03:53 PM
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#80
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,829
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Quote:
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Originally Posted by Gsccc
I have a problem with the armband. I have the latest version and all of that but the bearing is off. When I set the bearing of a placeable like a computer according to the armband, when in game the placeable is always 90 degrees to the right of where my character was facing.
Any idea on what i might be doing wrong?
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It seems like the output from the whereami armband doesn't match up for all areas/modules for some reason. I had the same problem when I converted the Nar Shaddaa vents into an arena module.
In that particular case at least, this formula seemed to produce the desired Bearing results:
Bearing = (Angle - 90.0) * (PI / 180.0)
...where Bearing is the value put in the placeable entry in the GIT file, and Angle is the corresponding 0-360 degree value (as used by the NWScript GetFacing/SetFacing functions).
I won't guarantee it works in your case, but it might be worth a try. 
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