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Entering a Module


harIII

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Posted

When I enter a module I want to have two spawn points. To give you an idea, I'm using the Jedi Academy. I want to enter somewhere near the Ebon Hawk which is working fine but I want to enter the Academy from the exit point to the Courtyard.

 

I'm working a mod that will use both of these modules and it will be a necessity to spawn back at the 2nd exit. How do I tell the computer to spawn at the exit and not at the ebon hawk coming through the courtyard?

Posted

You would need to do this using Waypoints.

void main() {
StartNewModule("Module", "Waypoint", "", "", "", "", "", "");
}

Or if you're transition is through a door, at the door to the .git file of the area and enter the name of the module in the LinkedToModule field and the name of the waypoint in the LinkedTo field.

 

--Stream

Posted

I tried it last night but I kept entering a problem. It said that there was a problem with StartNewModule

 

I had this written out in the script:

StartNewModule("tomb_2", "Waypoint", "my coordinates");

 

tomb_2 is the name of my new module.

Posted

Well, I see you didn't understand what Stream said ;)

Instead of "waypoint", you need to put a tag of waypoint in your module (you can add waypoint under "Waypoint list" in .git file). There shouldn't be any "coordinates" in your script.

StartNewModule("tomb_2", "TAG of your waypoint");

Posted

Okay now I understand how to use the script but then how do I create the waypoint. As you can see scripting is new to me, I can use templates and fill in the blanks but have no idea where to begin in order to write it manually.

Posted

Also I'm having a problem with creating a new default entry into the Jedi Academy. I tried to edit the module.ifo file but I can't find the "MOD_ENTRY" areas. I think normally there are suppose to be five of these areas. X, Y, and Z axis and X and Y orientation. I tried to copy and paste these values into the module file for the Jedi Academy but it didn't have any affect.

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