Ravager Posted February 5, 2009 Posted February 5, 2009 Hi! I want to spawn npc so i made appropriate script, but i dont know where put it. In .utc file or somewhere?
Stream Posted February 5, 2009 Posted February 5, 2009 The script goes into the override folder and you'd usually run it from a conversation. Here's a link that explains it all, http://www.lucasforums.com/showthread.php?t=143536. --Stream
Ravager Posted February 5, 2009 Author Posted February 5, 2009 void main() { CreateObject(OBJECT_TYPE_CREATURE, "dan13_deesra", Location(Vector(60.82,46.78,4.92), 0.0)); } This is my script. I compiled it and putted in override but this npc still doesn't appear ; (
glovemaster Posted February 5, 2009 Posted February 5, 2009 As Stream said ^, you have to fire the script. What exactly do you want to happen?
Ravager Posted February 5, 2009 Author Posted February 5, 2009 Just basic spawn. I want to spawn npc on Dantooine, talk to him etc.
glovemaster Posted February 5, 2009 Posted February 5, 2009 Then you can name this script, after changing "tag_of_utc" and "onenter_old", to the onEnter script for your module and then create a copy of the old onEnter script and rename it. void main() { // Check to see if it has already been spawned if(!GetIsObjectValid(GetObjectByTag("[color=cyan]tag_of_utc[/color]"))) CreateObject(OBJECT_TYPE_CREATURE, "dan13_deesra", Location(Vector(60.82,46.78,4.92), 0.0)); // Fire old script ExecuteScript("[color=cyan]onenter_old[/color]", OBJECT_SELF); } Hope that helps, and it is worth reading through the thread Stream suggested. http://www.lucasforums.com/showthread.php?t=143536
glovemaster Posted February 5, 2009 Posted February 5, 2009 The file name can be found in the modules ARE file, and the file its self, will more than likely be in the modules "_s.rim" file.
Ravager Posted February 5, 2009 Author Posted February 5, 2009 Ok i found it and... it works ; D Thank you for help, im in seventh heaven man ;D
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