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problem with coordinates in GIT/ifo files


Xcom

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I'm having some serious trouble with this.

 

I cloned a module which in its unedited form has only one creature specified in the creature list.

In GFFEdit, these fields are in creature's node:

 

TemplateResRef = <template name>

XOrientation = #.#

XPosition = #.#

YOrientation = #.#

YPosition = #.#

ZPosition = #.#

 

(# are real float values, of course)

 

So, I want to add another creature to the module. I get the coordiates from wherami band and duplicate the node above. I enter the x,y,z positions and new template name but leave orientation untouched (as it's orientation is of no relevance to me). Repack the module... and it doesn't work!!! Creature doesn't appear (at least not where it's supposed to).

I made a temporary script and used CreateObject with my new coordinates, and it DOES work -- creature appears in the right spot. It just doesn't work by assiging it in the GIT file.

 

Similarly, and I feel this is related, I tried to modify module's Starting entry point. I updated module.ifo with new coords, and needless to say, I was spawned in some oblivion, although I am sure the coords were okay. Is GFFEdit screwing with float values or something or am I missing something painfully obvious here? Any help will be appreciated.

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If the creature is not showing up in the module even though you specified exact coords, first check to make sure that the creature is listed in a [user-defined Struct: 4]. If its not a struct 4 then you need to change the <user defined>"type" to

 

Type: 0x00000004

 

only as a struct 4 will the creature appear.

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ARGH!!! It works. Thank you very much, T7.

 

[hk-47] Stupid rethorical query: Now, how was one supposed to know that those Struct-numbers had any meaning? [/hk-47]

 

I guess this applies to all objects types:

 

triggers: 1

critters: 4

waypoints: 5

sounds: 6

doors: 8

plcs: 9

cameras: 14

 

etc.

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