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Time based script [message #21095] Sun, 01 July 2007 18:44 Go to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
I'm trying to get a "bandit raid" in bowerstone slums. I'm using some particle effects and twinblade, as well as some creature spawns. Here is my script, but it crashes the game. I've tried switching the player numbers but no luck. I didn't really want to have it at night, so that's why I'm not using the much more simple knothole glade fist fight club script.

XXXSectionStart V_StatueMaster;
NewThing Thing;
Player 4;
UID 5554123887;
DefinitionType "PARTICLE_EMITTER_PLACEABLE";
ScriptName StatueMasterChest;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 74.513184;
PositionY 144.767944;
PositionZ 22.400301;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX -0.207907;
RHSetUpY 0.0;
RHSetUpZ 0.978125;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDParticleEmitter;
IndependantObject TRUE;
ParticleTypeName "OAKVALE_BURNING_PATCH";
EndCTCDParticleEmitter;
EndThing;
NewThing Thing;
Player 4;
UID 5554123888;
DefinitionType "PARTICLE_EMITTER_PLACEABLE";
ScriptName StatueMasterChest;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 111.165300;
PositionY 133.653800;
PositionZ -3.518990;
RHSetForwardX 0.642788;
RHSetForwardY 0.766044;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDParticleEmitter;
IndependantObject TRUE;
ParticleTypeName "OAKVALE_BURNING_BLAZE";
EndCTCDParticleEmitter;
EndThing;
NewThing AICreature;
Player 2;
UID 1811111111111;
DefinitionType "CREATURE_BOSS_BANDIT_KING";
ScriptName StatueMasterChest;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 84.743160;
PositionY 139.995400;
PositionZ 99.994880;
RHSetForwardX 0.624014;
RHSetForwardY -0.781414;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsNavigator;
StartCTCRandomAppearanceMorph;
Seed 782216093;
EndCTCRandomAppearanceMorph;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
EndCTCEditor;
StartCTCVillageMember;
VillageUID 0;
EndCTCVillageMember;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
StartCTCCreatureOpinionOfHero;
InteractedFlag FALSE;
GreetedFlag FALSE;
LastOpinionReactionFrame 0;
NumberOfTimesHit 0.0;
ToleranceToBeingHitOverride -1.0;
FrameToDecayNumberOfTimesHit 2147483647;
ForcedAttitude 18;
HeroOpinionEnemy TRUE;
EndCTCCreatureOpinionOfHero;
Health 40.0;
OverridingBrainName NULL;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
ContinueAIWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero FALSE;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 2261.143311;
InitialPosY 3101.595215;
InitialPosZ 104.499229;
EndThing;
NewThing Marker;
Player 4;
UID 18444444444444444444;
DefinitionType "MARKER_CREATURE_GENERATOR";
ScriptName StatueMasterChest;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 100.140100;
PositionY 141.376200;
PositionZ 26.313430;
RHSetForwardX 0.000000;
RHSetForwardY 1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCCreatureGenerator;
CreatureFamilies[0] "BASIC_BANDITS_03_A";
GenerationRadius 19.0;
SelfTriggerRadius 1.0;
SelfTrigger FALSE;
SelfTriggerResetInterval 0;
TriggerOnActivate TRUE;
ActiveCreatureLimit -1;
TotalGenerationLimit -1;
NumTriggers -1;
ScriptNameOfAllGeneratedCreatures "";
EndCTCCreatureGenerator;
StartCTCActivationReceptorCreatureGenerator;
DeactivateAfterSetTime TRUE;
FramesAfterActivationToDeactivate 150;
ActivateOnActivate FALSE;
TriggerOnActivate TRUE;
EndCTCActivationReceptorCreatureGenerator;
StartCTCActivationTrigger;
ReceptorUID 0;
EndCTCActivationTrigger;
StartCTCCreatureGeneratorCreator;
EndCTCCreatureGeneratorCreator;
Health 1.0;
EndThing;
XXXSectionEnd;


http://i143.photobucket.com/albums/r124/korgoth-of-barbaria/chaos-1.jpg
Re: Time based script [message #21100 is a reply to message #21095] Sun, 01 July 2007 20:13 Go to previous messageGo to next message
groo is currently offline  groo
Messages: 448
Registered: May 2006
does twinblade require some sort of markers?

http://i18.photobucket.com/albums/b120/Doddle576/Flag.jpg
---current projects---
Fable:Darkened Souls
Re: Time based script [message #21102 is a reply to message #21100] Sun, 01 July 2007 20:36 Go to previous messageGo to next message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
No...

http://i143.photobucket.com/albums/r124/korgoth-of-barbaria/chaos-1.jpg
Re: Time based script [message #21103 is a reply to message #21095] Sun, 01 July 2007 21:14 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
For all I know the scriptname may only work on objects.


Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Re: Time based script [message #21104 is a reply to message #21103] Sun, 01 July 2007 21:19 Go to previous message
chaos is currently offline  chaos
Messages: 542
Registered: May 2006
Ah, alright. I guess I'll just stick to the fight club script...

http://i143.photobucket.com/albums/r124/korgoth-of-barbaria/chaos-1.jpg
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