Marius Fett Posted February 4, 2008 Share Posted February 4, 2008 Just a quick question for my Nar Shadaa mod. I opened a .git for one of my modules in K-GFF and extended the door list. One of the structs said LinkedToModule. Is there a way to use this to set up a transition? Or does it have to be a trigger? Link to comment Share on other sites More sharing options...
Seamhainn Posted February 4, 2008 Share Posted February 4, 2008 Yes, you can use it. There is actually a tutorial about it though I don't have the link handy. You need the name of the module you want to transit to as well as a Waypoint where you want to appeare in that said module. I hope that helps... If you have questions, pm me and I try to help. Link to comment Share on other sites More sharing options...
Quanon Posted February 4, 2008 Share Posted February 4, 2008 Just a quick question for my Nar Shadaa mod. I opened a .git for one of my modules in K-GFF and extended the door list. One of the structs said LinkedToModule. Is there a way to use this to set up a transition? Or does it have to be a trigger? I'm almost 90% sure if you fill in a name of Module it'll warp you that place. Though I'm not sure where you'll be spawned. Doors are a bit easier to use to 'warp'. I think that's all what it takes for transitions with doors. Never hurts to test it out. Link to comment Share on other sites More sharing options...
Marius Fett Posted February 4, 2008 Author Share Posted February 4, 2008 Thanks for the speedy replies guys. I'll test it out now. Link to comment Share on other sites More sharing options...
Stream Posted February 4, 2008 Share Posted February 4, 2008 I was just doing this today for Dantooine Expansion, there's a field that says just Linked To which is where you put the name of the waypoint, if this is blank I guess you just spawn at the module start location. I guess I might as well ask here instead of starting a new thread, the filed that says area transition is where the text of the transition is displayed in game, like when you leave the Sandral house it says 'Dantooine - Sandral Estate' - is there anyway of editing this is K-GFF because the only thing I seem to be able to change is the StrRef, but setting that to -1 doesn't allow you to enter text, I don't really want to edit dialog.tlk but if there's no other way I guess I'll have to. --Stream Link to comment Share on other sites More sharing options...
Marius Fett Posted February 4, 2008 Author Share Posted February 4, 2008 If you look through through the first few pages of threads here in HL you'll find a thread by Silveredge with info in that in. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 4, 2008 Share Posted February 4, 2008 I'm almost 90% sure if you fill in a name of Module it'll warp you that place. Though I'm not sure where you'll be spawned. Doors are a bit easier to use to 'warp'. I think that's all what it takes for transitions with doors. Never hurts to test it out. That is right. So it is better to warp to a certain Waypoint. I was just doing this today for Dantooine Expansion, there's a field that says just Linked To which is where you put the name of the waypoint, if this is blank I guess you just spawn at the module start location. I guess I might as well ask here instead of starting a new thread, the filed that says area transition is where the text of the transition is displayed in game, like when you leave the Sandral house it says 'Dantooine - Sandral Estate' - is there anyway of editing this is K-GFF because the only thing I seem to be able to change is the StrRef, but setting that to -1 doesn't allow you to enter text, I don't really want to edit dialog.tlk but if there's no other way I guess I'll have to. --Stream If I am not mistaken, DS, you can right click on StrRef after typing in -1 and a box appearce. Click Add String or somesuch and you can add what you want. Take care Link to comment Share on other sites More sharing options...
Stream Posted February 4, 2008 Share Posted February 4, 2008 Thanks guys, I've been able to use KOTOR Tool's module editor so far and haven't had to do too much with K-GFF anyway I'll give it a shot in the morning, busy getting insurance quotes at the moment, might be buying a new car... yay! Take Care --Stream Link to comment Share on other sites More sharing options...
Seamhainn Posted February 5, 2008 Share Posted February 5, 2008 Thanks guys, I've been able to use KOTOR Tool's module editor so far and haven't had to do too much with K-GFF anyway I'll give it a shot in the morning, busy getting insurance quotes at the moment, might be buying a new car... yay! Take Care --Stream I always work with K-GFF which solved all my needs excelently. Give it a try, I am pretty sure it'll work! Take care Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 5, 2008 Share Posted February 5, 2008 S9 asked before Christmas. The thread should still be around. @Q: That's not enough with the trigger - you need a warp script. Not sure about with doors. Link to comment Share on other sites More sharing options...
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