Sithspecter Posted January 26, 2008 Share Posted January 26, 2008 I'm trying to put a starting postition in a new module, how do I created a completely new waypoint that will be the starting position? Link to comment Share on other sites More sharing options...
Stream Posted January 26, 2008 Share Posted January 26, 2008 You don't need to use a waypoint, in the module properties you'll find a field that says module starting point, just change the coordinates to where you'd like the start to be. --Stream Link to comment Share on other sites More sharing options...
Sithspecter Posted January 26, 2008 Author Share Posted January 26, 2008 Hmmm...I tried that and the Z coordinates wouldn't work. My party members were stacked onto each other and they're all sunk into the ground. Link to comment Share on other sites More sharing options...
Stream Posted January 26, 2008 Share Posted January 26, 2008 Try changing the z coordinates to 0.0 or if it's already 0.0 go to the area and do a whereami cheat again where it is you want to start and enter those exact coordinates. --Stream Link to comment Share on other sites More sharing options...
Sithspecter Posted January 26, 2008 Author Share Posted January 26, 2008 I'll give it a try, but I already did the whereami code, and put the exact Z value in. I'll try the zero though. Link to comment Share on other sites More sharing options...
stoffe Posted January 27, 2008 Share Posted January 27, 2008 Hmmm...I tried that and the Z coordinates wouldn't work. My party members were stacked onto each other and they're all sunk into the ground. The Z axis coordinate value is not important when dealing with creatures/characters. They will always be snapped to the walkmesh of the area regardless of what value you put there. Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 27, 2008 Share Posted January 27, 2008 ^Except if you spawn beyond or beneath the walkmesh. Try moving your start point upwards, sithspecter. Link to comment Share on other sites More sharing options...
Sithspecter Posted January 28, 2008 Author Share Posted January 28, 2008 Oh, I got it fixed. I had a problem with my walkmesh, not the waypoint. I put a few tiles on nonwalk, and the whole thing doesn't allow movement. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.