Lordjedi Posted February 13, 2008 Share Posted February 13, 2008 Ok I made my utc made the scripts entered the X Y Z but he doesn't apper. Anyone know what is happening? Link to comment Share on other sites More sharing options...
DarthJebus05 Posted February 13, 2008 Share Posted February 13, 2008 This is why I hate scripts. I've tried spawning my NPC countless times with scripts, but to no avail. I'm just adding them to the .git file. Your best bet is to do that, only if you don't have another function/action in the spawn script. Link to comment Share on other sites More sharing options...
Lordjedi Posted February 13, 2008 Author Share Posted February 13, 2008 Nope no action. SO how would I do the .git? Link to comment Share on other sites More sharing options...
DarthJebus05 Posted February 13, 2008 Share Posted February 13, 2008 Well, it's pretty simple actually. Go into the modules .git file with KGFF, and go to the Creature. Copy a Struct and paste it, change it's tag to your NPC's tag and change the co-ordinates to yours. Link to comment Share on other sites More sharing options...
Robespierre Posted February 13, 2008 Share Posted February 13, 2008 Could you post the script that you made for the spawning of the NPC? I found that inserting the spawning NPC script into the k_on-enter script worked best for me. Perhaps you could try that. I try to avoid screwing around with the .git files if I can. Link to comment Share on other sites More sharing options...
Taak Farst Posted February 13, 2008 Share Posted February 13, 2008 Do wat DJ sed in the .git but in the ResRef bit make sure you put the name and not the extension. e.g lordjedi is correct. lordjedi.utc won't spawn Link to comment Share on other sites More sharing options...
Darkkender Posted February 13, 2008 Share Posted February 13, 2008 Also if you are firing the script from a dialog make certain you choose a conversation node that your character selects not a reply node. Scripts rarely fire properly from reply nodes. Link to comment Share on other sites More sharing options...
Lordjedi Posted February 13, 2008 Author Share Posted February 13, 2008 Well, it's pretty simple actually. Go into the modules .git file with KGFF, and go to the Creature. Copy a Struct and paste it, change it's tag to your NPC's tag and change the co-ordinates to yours. Ok I copied the struct and pasted it under Creature List how would I change the tag. Sorry for being so noobish Link to comment Share on other sites More sharing options...
DarthJebus05 Posted February 13, 2008 Share Posted February 13, 2008 Don't be sorry. It's not the Tag sorry, it's the ResRef. Put the ResRef in the first line. Now leave the Orientation lines empty for now, and put your co-ordinates in the right place. X Position is the first 4 numbers when you did "whereami" Y Position is the next 4 numbers you got. Z Position is the last numbers you got. Now to rebuild the Module, you have to extract the Modules '_s' RIM too. Example: If I wanted to rebuild the Endar Spire's first Module, I would extract: end_m01aa end_m01aa_s Now remember to not extract the .git file again, because it will overwrite it without asking you first. If you don't understand, please, tell me. Link to comment Share on other sites More sharing options...
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