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Placing cre files Possible small confusing spoiler
Posted: Tue Oct 30, 2001 12:31 pm
by Craig
How do i put an ogre in to Perth the adapts house?
Posted: Tue Oct 30, 2001 2:37 pm
by Deano99
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

Posted: Tue Oct 30, 2001 2:52 pm
by Ned Flanders
Where did you learn this stuff? I'm literate with computers but have little experience in programming or 'scripting'. Anywhere this stuff might be explained where a newcomer might have some success. thanks
Posted: Wed Oct 31, 2001 4:23 am
by Deano99
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.
Posted: Wed Oct 31, 2001 2:11 pm
by Craig
Where do i put the script?
Posted: Wed Oct 31, 2001 7:42 pm
by KensaiRyu
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>
Well couple o things, to point out :
Global("Craig_Ogre1","GLOBAL",1)
Should be :
Global("Craig_Ogre1","GLOBAL",0)
Also an extra ( in line 6 of the script would cause an error compiling. So the script should (could) look like this:
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).
Posted: Thu Nov 01, 2001 6:09 am
by Deano99
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...
Posted: Thu Nov 01, 2001 10:39 am
by Craig
So i get the script edit it c ompile it and save it?
Posted: Thu Nov 01, 2001 10:42 am
by Craig
Where on the site? Files-->?
Posted: Sat Nov 03, 2001 3:29 pm
by Craig
Whats the ar name?
Posted: Sat Nov 03, 2001 4:29 pm
by KensaiRyu
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
Posted: Sun Nov 04, 2001 4:44 am
by Craig
Not just ANY ogre he is ogre00(00 is my trade mark)
Posted: Sun Nov 04, 2001 4:51 am
by Craig
Ahh ubove you told me to ADD the lines to it now you say i need to overwrite it and how do you compile
Posted: Sun Nov 04, 2001 12:06 pm
by Craig
Spump
Posted: Mon Nov 05, 2001 11:07 am
by Craig
Spump
Posted: Thu Nov 08, 2001 12:52 pm
by Craig
Spump
Posted: Thu Nov 08, 2001 6:26 pm
by KensaiRyu
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.
Posted: Sat Nov 10, 2001 6:42 am
by Craig
Right i can't find it the overide file doesn't show 'em all up