patient_zero Posted February 25, 2008 Share Posted February 25, 2008 I'm interested in learning to mod, so I thought I'd start small by spawning a protocol droid on the Endar Spire that I can convert into some sort of dispenser later. I used "whereami" to get the co-ordinates of the corner of the Spire dorm, made a .utc file for the little guy, and edited the .git fo the Endar Spire to make him show up. At least, in theory he SHOULD have shown up. He didn't. Is there something else I need to edit to spawn NPCs? Below I've linked to a screenshot of his .git entry, if there's anything else you need to see just ask. http://img120.imageshack.us/img120/7656/otto1qt2.png Link to comment Share on other sites More sharing options...
Exile007 Posted February 25, 2008 Share Posted February 25, 2008 Did you copy the struct from another one? If not that is what's causing the problem. I also noticed you have two X orientations. If you look at other structs, they have an X and Y orientation. Link to comment Share on other sites More sharing options...
patient_zero Posted February 25, 2008 Author Share Posted February 25, 2008 Aw, I knew it was gonna be some silly mistake like that. I'll edit that and see if it works, thanks Link to comment Share on other sites More sharing options...
Darkkender Posted February 25, 2008 Share Posted February 25, 2008 Also editing the git and inserting is not reliable all of the time. It can cause crashes of a game or sometimes is not seen in the override. The only time GIT edits should be used is if you are using the patcher and having it directly adjust the git file in the module for you. Otherwise scripts are the better and more reliable way to go especially in K1. Link to comment Share on other sites More sharing options...
patient_zero Posted February 26, 2008 Author Share Posted February 26, 2008 I did fix the orientation problem but I got loading hangs (As I compiled my .git and it's sister files into a module then tried to warp to it), so I'll get a hold of some scripting tutorial and tack the spawns on to Trask's dialogue. Thanks for the help so far (I'll be back when I run into another inevitable problem... <_<) Link to comment Share on other sites More sharing options...
Robespierre Posted February 26, 2008 Share Posted February 26, 2008 Since I'm working on a mod which also spawns a droid using a new waypoint. And the only way I got my .git files to work was to compile all the files (as you put it, the sister files) into a .rim file (same as .mod, but just change it to the .rim option) and then put it in your modules folder. Note: This will override the existing .rim file, but that won't be a problem unless you're trying to install multiple mods that edit that .rim file, which I don't think will be an issue, considering that there are very few mods that edit the .rim files relating to the Endar Spire. If you have issues don't hesitate to post! Link to comment Share on other sites More sharing options...
GeorgNihilus Posted March 1, 2008 Share Posted March 1, 2008 As Darkkender says, maybe better spawning through a script, place the compiled script in Override folder. Add the script to some dialog node (maybe Trask initial dialog) to trigger the spawn. Something like this should spawn the droid: // spawn NPC Script void main() { float x=123.78f; // replace whereami coordinate with yours float y=138.79f; // replace whereami coordinate with yours float z=1.50f; // replace whereami coordinate with yours float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"mydroid",locNPC); } and replace "mydroid" with your droid .utc tag name, plus the coordinates. hope it helps ... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.