RedHawke Posted February 15, 2005 Share Posted February 15, 2005 Originally posted by maverick187 Darth333 are you going to make a version that is compatible with your floating saber force power? Just add the last line on the Whereami armbands spells.2da to the spells.2da of the floating LS Mod (The new line should be 285)... Then, with a GFF Editor, just edit the d3_location.uti and adjust the attributes property number to 285 and save it. Link to comment Share on other sites More sharing options...
Darth333 Posted February 15, 2005 Author Share Posted February 15, 2005 Originally posted by maverick187 Darth333 are you going to make a version that is compatible with your floating saber force power? I thought of making one but since this is a utility armband I thought it was not necessary: when I create a new mod, I always send all the stuff I have in my override folder into another folder and I work only with what I need. You don't need to edit any script to make it compatible. Just look at the readme: If you want to make it compatible with other mods using the spells.2da files, just copy line 282 of spells.2da and paste it to a new row. Then open d3_location.uti and go to: PropertiesList ->Subtype and enter the new row number. However, If people want a compatible version, I can make one tomorrow Link to comment Share on other sites More sharing options...
Darkkender Posted February 15, 2005 Share Posted February 15, 2005 I don't need it to be compatible with other spells.2da files. But I would love it if it said which module I'm in. Link to comment Share on other sites More sharing options...
Darth333 Posted February 15, 2005 Author Share Posted February 15, 2005 New update! ============================================== thanks to tk102, you now have the possibility to output the "whereami" coordinates printed in your "Message logs" with the Armband to a .txt file Download: check the fist post. and Darkkender: will do along a couple extras but not tonight, it's 2 am Link to comment Share on other sites More sharing options...
Darkkender Posted February 15, 2005 Share Posted February 15, 2005 Originally posted by Darth333 and Darkkender: will do along a couple extras but not tonight, it's 2 am ISOK I've nearly got 12am I can hold my DL finger for a day or 2. I'll try to invent a way to say thank you for all the hard work you are putting into this. Link to comment Share on other sites More sharing options...
Xcom Posted February 18, 2005 Share Posted February 18, 2005 Erm, a question. Why does it print coordinates in player's log and not directly in the dialog window? Link to comment Share on other sites More sharing options...
tk102 Posted February 18, 2005 Share Posted February 18, 2005 Only spoken dialog appears in that window. The SendMessageToPC function generates Feedback. It's a nice easy-to-use function. In theory it would be possible to also call a dialog with a single Entry and pass the location parameters as custom tokens or some such thing. But you would also have to spawn an invisible placeable which would then "speak" to you the location parameters. Then you'd call DestroyObject on the placeable when done. So, it was just easier the other way. Link to comment Share on other sites More sharing options...
Darth333 Posted February 18, 2005 Author Share Posted February 18, 2005 I also think it fits better in the feeback screen than the dialogue screen but that's just me Link to comment Share on other sites More sharing options...
Xcom Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by tk102 But you would also have to spawn an invisible placeable which would then "speak" to you the location parameters. Then you'd call DestroyObject on the placeable when done. Ok, you lost me. My modding skills are somewhat lacking, but... as far as I could tell, the mod already calls a one line dialog (to start a script) and it says .. "Printing" or something. Why do you need extra placeable? Token will work nicely. I also think it fits better in the feeback screen than the dialogue screen but that's just me. Why not both? Link to comment Share on other sites More sharing options...
Shimaon Posted February 18, 2005 Share Posted February 18, 2005 Many thanks for this mod. I finished my first added placeable last night. ^^ Link to comment Share on other sites More sharing options...
Darkkender Posted February 19, 2005 Share Posted February 19, 2005 Originally posted by Xcom Ok, you lost me. My modding skills are somewhat lacking, but... as far as I could tell, the mod already calls a one line dialog (to start a script) and it says .. "Printing" or something. Why do you need extra placeable? Token will work nicely. Why not both? The dialog that pops saying printing is a predefined dialog within the script itself much like a print screen option in most word processors. The placeable is needed in order to actually host and load the actual dialogue that would display on the screen. Link to comment Share on other sites More sharing options...
GotGoose? Posted February 19, 2005 Share Posted February 19, 2005 Hey, I have a question. How do you enable an item to be "used" and execute a script. If I knew how to do that, I could call up the workbench from an armband. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted February 19, 2005 Share Posted February 19, 2005 Is there any way that an armband that is just able to get orientation to be made for KOTOR I? The 'whereami' cheat on KOTOR I only gives you XYZ. Link to comment Share on other sites More sharing options...
Darth333 Posted February 19, 2005 Author Share Posted February 19, 2005 Originally posted by GotGoose? Hey, I have a question. How do you enable an item to be "used" and execute a script. If I knew how to do that, I could call up the workbench from an armband. Since .uti files do not have a script field, you have to use spells.2da and initiate a conversation with the PC that fires when the armband is used. Originally posted by StormTrooper789 Is there any way that an armband that is just able to get orientation to be made for KOTOR I? The 'whereami' cheat on KOTOR I only gives you XYZ. Sure, will do but wouldn't you prefer to get all the coordinates so that you can extract them and then simply paste them into the .git file? BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted February 19, 2005 Share Posted February 19, 2005 Originally posted by Darth333 Since .uti files do not have a script field, you have to use spells.2da and initiate a conversation with the PC that fires when the armband is used. Sure, will do but wouldn't you prefer to get all the coordinates so that you can extract them and then simply paste them into the .git file? BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request. Yes, yes I would. I dont have TSL yet so I'm just playing with KOTOR I. Link to comment Share on other sites More sharing options...
Darkkender Posted February 20, 2005 Share Posted February 20, 2005 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. :emodanc: 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. Link to comment Share on other sites More sharing options...
Dar Posted February 21, 2005 Share Posted February 21, 2005 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. Link to comment Share on other sites More sharing options...
Darth333 Posted February 21, 2005 Author Share Posted February 21, 2005 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. 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. Link to comment Share on other sites More sharing options...
Keiko Posted February 21, 2005 Share Posted February 21, 2005 Darth333, when is your warp band gonna be out? Link to comment Share on other sites More sharing options...
Darth333 Posted February 21, 2005 Author Share Posted February 21, 2005 Originally posted by DarthSmallz Darth333, when is your warp band gonna be out? Check this thread: http://www.lucasforums.com/showthread.php?s=&threadid=144656 Link to comment Share on other sites More sharing options...
Keiko Posted February 21, 2005 Share Posted February 21, 2005 ohhhhhh! Sorry:p Link to comment Share on other sites More sharing options...
micah Posted March 7, 2005 Share Posted March 7, 2005 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! Link to comment Share on other sites More sharing options...
Xcom Posted March 7, 2005 Share Posted March 7, 2005 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! 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 ) Link to comment Share on other sites More sharing options...
Darkkender Posted March 7, 2005 Share Posted March 7, 2005 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! check your PM's for my PMed reply to the same question. It should be very helpful. Link to comment Share on other sites More sharing options...
micah Posted March 7, 2005 Share Posted March 7, 2005 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! Link to comment Share on other sites More sharing options...
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