Darth_Tratious Posted April 8, 2005 Share Posted April 8, 2005 i've figured out how to extract the area i want for my mod but i have no clue how to spawn npcs and i also need help moving from one area to another like through a door to another area. Link to comment Share on other sites More sharing options...
tk102 Posted April 8, 2005 Share Posted April 8, 2005 Perhaps this tutorial will help you. http://www.lucasforums.com/showthread.php?s=&threadid=143536 Link to comment Share on other sites More sharing options...
Darth_Tratious Posted April 8, 2005 Author Share Posted April 8, 2005 Originally posted by tk102 Perhaps this tutorial will help you. http://www.lucasforums.com/showthread.php?s=&threadid=143536 i found that before but wasn't sure if it would work thanks Link to comment Share on other sites More sharing options...
tk102 Posted April 8, 2005 Share Posted April 8, 2005 To go between areas, the easiest technique is to use a script to call the StartNewModule function. You can attach the script to a door (.utd) or trigger (.utt) template. void main () { StartNewModule("152HAR") // .are Tag field goes here } Link to comment Share on other sites More sharing options...
Darth_Tratious Posted April 8, 2005 Author Share Posted April 8, 2005 Originally posted by tk102 To go between areas, the easiest technique is to use a script to call the StartNewModule function. You can attach the script to a door (.utd) or trigger (.utt) template. void main () { StartNewModule("152HAR") // .are Tag field goes here } what does it mean by tag field the name of the place like 001ebo or something along those lines. Link to comment Share on other sites More sharing options...
Darth_Tratious Posted April 12, 2005 Author Share Posted April 12, 2005 Originally posted by tk102 To go between areas, the easiest technique is to use a script to call the StartNewModule function. You can attach the script to a door (.utd) or trigger (.utt) template. void main () { StartNewModule("152HAR") // .are Tag field goes here } also how do i attach it to a door or a trigger Link to comment Share on other sites More sharing options...
Keiko Posted April 12, 2005 Share Posted April 12, 2005 You dont, you have to copy and paste Tk's script, onto a notepad, and save it as what ever you want, but make it have an .nss extention (Example: Say you named it StartNewModule, you would have to put a .nss extention on it so it would look like this StartNewModule.nss), then close the notepad and locate the script, and compile it, and stick it in your Override. Hope this helps! -DarthSmallz Link to comment Share on other sites More sharing options...
tk102 Posted April 12, 2005 Share Posted April 12, 2005 what does it mean by tag field the name of the place like 001ebo or something along those lines. Yes... it's the module name essentially, like 001ebo. also how do i attach it to a door or a trigger Name the script something unique, for example: dartrai_newmod1.nss. Compile it. Now you have dartrai_newmod1.ncs. Now put "dartrai_newmod1" in the .utt's OnEnter script field. (For doors you can use OnClick or OnOpen fields.) Link to comment Share on other sites More sharing options...
Darth_Tratious Posted April 14, 2005 Author Share Posted April 14, 2005 thanks for the help guys Link to comment Share on other sites More sharing options...
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