Placing cre files Possible small confusing spoiler
Placing cre files Possible small confusing spoiler
How do i put an ogre in to Perth the adapts house?
you need to edit the script for that area and add some Script that will add the creature, as below :
IF
Global("Craig_Ogre1","GLOBAL",1)
THEN
RESPONSE #100
CreateCreature("CREFILE",[x.y.z])
SetGlobal(("Craig_Ogre1","GLOBAL",1)
END
i think... i am sure KensaiRyu will tell me if i'm wrong
IF
Global("Craig_Ogre1","GLOBAL",1)
THEN
RESPONSE #100
CreateCreature("CREFILE",[x.y.z])
SetGlobal(("Craig_Ogre1","GLOBAL",1)
END
i think... i am sure KensaiRyu will tell me if i'm wrong
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- Ned Flanders
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i learnt all of my editing knowledge from the one and only [url="http://www.teambg.com"]TeamBG[/url]. A lot of this stuff is easy to pick up if you just read and learn.
the site is currently down, but i think it will be back up in the next few days or so. Just go and nose around on the forum, and see if you like it.
the site is currently down, but i think it will be back up in the next few days or so. Just go and nose around on the forum, and see if you like it.
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Well couple o things, to point out :Originally posted by Deano99:
<STRONG>you need to edit the script for that area and add some Script that will add the creature, as below :
IF
Global("Craig_Ogre1","GLOBAL",1)
THEN
RESPONSE #100
CreateCreature("CREFILE",[x.y.z])
SetGlobal(("Craig_Ogre1","GLOBAL",1)
END
i think... i am sure KensaiRyu will tell me if i'm wrong</STRONG>
Should be :Global("Craig_Ogre1","GLOBAL",1)
Also an extra ( in line 6 of the script would cause an error compiling. So the script should (could) look like this:Global("Craig_Ogre1","GLOBAL",0)
IF
Global("Craig_Ogre1","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("Craig_Ogre1","GLOBAL",1)
CreateCreature("OGRE01",[300.300],0)
END
With 300 as the X any Y locations, and 0 as the direction facing (from 0-14, O being south). That would put a standard hostile ogre at that location.
Now what you need to do, craig is decompile the area script for the area you want to add lines to, add your code to it, then save and recompile as the same name. Its sounds complicated but its not, near infinity will do it for you. So use that.
Also good references for scripting outside of team BG can be found in my signature, BW Scripts specializes in player scripts (BS) and can be found at [url="http://groups.yahoo.com/group/bwscript/"]http://groups.yahoo.com/group/bwscript/[/url] .
My scripting group Infinity Engine Enemy AI Scriptors Council is dedicated to improving the AI for the bad guys in the game, though right now we are helping Dave G. from Bioware on one of his aftermarket mods (link in my sig).
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cheers KR, i was doing that off the top of my head, and i am not the best scriptor in the world yet.
told you he'd tell me what i did wrong...
told you he'd tell me what i did wrong...
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AR1605 is the area of Perth the wizards house, it even has a script name of AR1605 attached to it, yet no actual script.
So compile the above scriot I wrote, rename it AR1605.bcs, and place that script in the override and your ogre will appear in that house, though IMO if you are adding cres, I would add something better than an ogre. An ogre just dont cut it in SOA... =) Maybe another wizard (Mage14m,Mage16m, etc...) would be fun, but its your game, do what makes you happy =).
Hope it helps!
-KR
So compile the above scriot I wrote, rename it AR1605.bcs, and place that script in the override and your ogre will appear in that house, though IMO if you are adding cres, I would add something better than an ogre. An ogre just dont cut it in SOA... =) Maybe another wizard (Mage14m,Mage16m, etc...) would be fun, but its your game, do what makes you happy =).
Hope it helps!
-KR
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[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
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[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
Originally posted by KensaiRyu:
Now what you need to do, craig is decompile the area script for the area you want to add lines to, add your code to it, then save and recompile as the same name. Its sounds complicated but its not, near infinity will do it for you. So use that.
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]