Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Level Scripting » Simple Sparring Script Help
Simple Sparring Script Help [message #48150] Mon, 29 December 2008 01:17 Go to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

Im a new member and Im still a newb at modding, that is why i need help in making a simple sparring script, by which i mean spawning a creature with a confirmation with a sign or a person with ScriptData,
Any Help would be useful and appreciated
PS I use AlbionExplorer and cant us FE. thx
Re: Simple Sparring Script Help [message #48153 is a reply to message #48150] Mon, 29 December 2008 01:58 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

Now that's an interesting question.

I think (but anyone correct me if I'm wrong) this can only be done by editing a cutscene. And that, my friend, isn't very easy.

I know of only one mod created with the cutscene editor, and that is marcopolo's Balverine Transform Mod.

Here is the wiki entry on editing cutscenes.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Simple Sparring Script Help [message #48156 is a reply to message #48150] Mon, 29 December 2008 02:50 Go to previous messageGo to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

Thanx for the info Oldboy, but isnt there a way to give a sign just a switch or trigger to activate a creature generator?
Example:
Readable signpost(use)action:
ScriptData[Do you want to spar?]
ForceConfirmation TRUE; YES\NO
Teleports to near fighting ring(melee ring in Guild)
Trigger Spawn (Thunder) Or bandit With Marker

Just simplified what i meant, i just need some help making the script.
Or it would help if someone just told me its not possible.
Re: Simple Sparring Script Help [message #48159 is a reply to message #48156] Mon, 29 December 2008 06:25 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

I don't think that is possible via tng editing. But again, I'm not all that deep into the whole modding thing anymore so...

http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Simple Sparring Script Help [message #48161 is a reply to message #48159] Mon, 29 December 2008 09:13 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

OldBoy wrote on Mon, 29 December 2008 06:25

I don't think that is possible via tng editing. But again, I'm not all that deep into the whole modding thing anymore so...


No, you can't fully do it.

But, you could possibly do it this way:
Make an object you want thats selectable.
Give it the CDef for teleportation
Make a script so when you select it, it asks you to teleport (I know you can, i've seen it done)
Replace Teleport? string with Would you like to spar?
Make a corresponding teleport to go to the melee ring (Also seen it done, sort of)
And make a marker for a creature spawn in it.

I guess thats the most you can do.


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Simple Sparring Script Help [message #48164 is a reply to message #48161] Mon, 29 December 2008 09:29 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

DarkenedSoul wrote on Mon, 29 December 2008 18:13


But, you could possibly do it this way:
Make an object you want thats selectable.
Give it the CDef for teleportation
Make a script so when you select it, it asks you to teleport (I know you can, i've seen it done)
Replace Teleport? string with Would you like to spar?
Make a corresponding teleport to go to the melee ring (Also seen it done, sort of)
And make a marker for a creature spawn in it.

I guess thats the most you can do.


This method is very easy and pretty straightforward. I'd suggest teleporting to some demondoor area. You could make a second teleporter in the demondoor area that can teleport you back.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Simple Sparring Script Help [message #48165 is a reply to message #48164] Mon, 29 December 2008 09:31 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

OldBoy wrote on Mon, 29 December 2008 09:29

DarkenedSoul wrote on Mon, 29 December 2008 18:13


But, you could possibly do it this way:
Make an object you want thats selectable.
Give it the CDef for teleportation
Make a script so when you select it, it asks you to teleport (I know you can, i've seen it done)
Replace Teleport? string with Would you like to spar?
Make a corresponding teleport to go to the melee ring (Also seen it done, sort of)
And make a marker for a creature spawn in it.

I guess thats the most you can do.


This method is very easy and pretty straightforward. I'd suggest teleporting to some demondoor area. You could make a second teleporter in the demondoor area that can teleport you back.


I suggest Headsmans Cave. Secluded, used for hardly anything.


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Simple Sparring Script Help [message #48166 is a reply to message #48165] Mon, 29 December 2008 09:33 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

I'd go for the one by the bordello (where the pimphat is found I believe?).

http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Simple Sparring Script Help [message #48167 is a reply to message #48166] Mon, 29 December 2008 09:35 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

OldBoy wrote on Mon, 29 December 2008 09:33

I'd go for the one by the bordello (where the pimphat is found I believe?).


Yes, it is.

Although i think it's a bit too far away from the guild.

The Chamber of Fate wouldn't be that bad of an idea.


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Simple Sparring Script Help [message #48170 is a reply to message #48167] Mon, 29 December 2008 10:45 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

Administrator

or if you're in for a bit of modeling, make an enclosed structure and put in above some other enclosed structure (like on top of the chamber of fate)

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: Simple Sparring Script Help [message #48171 is a reply to message #48150] Mon, 29 December 2008 12:21 Go to previous messageGo to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

I guess i could Try a normal Teleporter to a remodeled map.
I think you mean using normal objects in the game to make new objects. Im trying to do a complete albion mod only with tng editing. The only remodeling ive done is replace a guild bridge with Grass barriers. Im still studying deeper into what you can do with the tngs. Sorry for this useless info, How would you make a teleporter in tng.
Re: Simple Sparring Script Help [message #48172 is a reply to message #48171] Mon, 29 December 2008 12:32 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
No CDef as DarkenedSoul said. That requires FE and isn't necessary anyway. It's all tng. First you need your teleporter sign:
NewThing Object;
Player 4;
UID 00000000000000000000;
DefinitionType "OBJECT_SOMETHING_OR_OTHER";
CreateTC "CTCActionUseScriptedHook";
ScriptName NULL;
ScriptData "Confirmation question goes here.";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.000000;
PositionY 0.000000;
PositionZ 0.000000;
RHSetForwardX 0.000000;
RHSetForwardY 1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap TRUE;
VersionNumber 1;
ForceConfirmation TRUE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 00000000000000000000;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;
The important parts are the UID, DefinitionType, CreateTC, ScriptData, HiddenOnMiniMap, ForceConfirmation, and EntranceConnectedToUID.

Let's walk through this piece by piece.

The UID is a unique identification number for the object, and needs to be unique to the region, no other anything in the region can have the same UID (and as a good practice, nothing should have the same UID in the game). Luckily, you can punch in any random numbers, 20 digits seems to be standard, and that will almost always be unique (100000000000000000000 possibilities).

The DefinitionType is which OBJECT you'll be using as the teleporter. It can be any OBJECT. You said a sign, let's use "OBJECT_BW_SIGNPOST_PLAQUE_01".

CreateTC. It isn't a teleporter without "CTCActionUseScriptedHook".

ScriptData, this is where "Do you want to spar?" goes.

HiddenOnMiniMap, self-explanatory really. I often prefer to have this set to TRUE to keep it from standing out unless it is a door or other typical teleporter.

ForceConfirmation, you'll want TRUE if you're having the Hero be asked whether or not he wants to.

The EntranceConnectedToUID will be the UID of the teleport destination. I prefer to use this script for destinations:
NewThing Marker;
Player 4;
UID 00000000000000000000;
DefinitionType "MARKER_BASIC";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.000000;
PositionY 0.000000;
PositionZ 0.000000;
RHSetForwardX 0.000000;
RHSetForwardY 1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;
All that's important here is the UID. The EntranceConnectedToUID in the teleporter must match the UID given for the destination.

Here's the catch, both the teleporter and the destination must be in the same tng (maybe it's same region, but I use the same tng because it's easier to do in my head that way). So if you want to teleport to another map, crack open the FinalAlbion.wld.

Find the starting map and the destination map. Let's say you want to go from the demon door in the Guild to the demon door in Necropolis. The wld gives is this information:
NewMap 268;
MapX 4864;
MapY 3392;
LevelName "FinalAlbion\DemonDoor_Guild.lev";
LevelScriptName "DemonDoor_Guild";
MapUID 1350731;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap;
NewMap 383;
MapX 128;
MapY 7168;
LevelName "FinalAlbion\DemonDoor_Necropolis.lev";
LevelScriptName "DemonDoor_Necropolis";
MapUID 2395802;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap;
It's just a matter of subtracting the starting coordinates from the destination coordinates.
Takeoff map
X = 4864
Y = 3392
Destination
X = 128
Y = 7168
Marker coords
X = 128-4864 = -4736
Y = 7168-3392 = 3776
But that would take the Hero to 0,0 on the map, which is generally a bad thing (you'd understand if you ever saw it). I happen to know that the Necropolis demon door is 64x64, so I could just add 32 to each of the coordinates to throw me smack dab in the middle of the map. But there's a better way to do this, especially if you don't already know the coordinates of the map.

In AE, since that's what you use, place an object in the location you want to teleport to on the map you want to teleport to. Copy the coordinates and add the X and Y coords to the destination marker's coordinates. It works perfectly that way.

Mine would end up like:
PositionX -4704.000000;
PositionY 3808.000000;
Now, one last note. About the PositionZ values, it is my experience that going too low puts the Hero under the ground, but he finds his way back up (amusing to watch too). If you put him too high, he falls to the ground. While this is cool and all, it looks stupid and gets old after a while. So you'll want to find a good Z value which isn't easy in AE. But, you can take the Z value of something else that will be at the same level that you want the Hero to teleport to. If you want a ground value, for instance, you can take the Z value from something that is on the ground near the teleport destination, and it will work just fine.

[Updated on: Mon, 29 December 2008 13:57]

Report message to a moderator

Re: Simple Sparring Script Help [message #48173 is a reply to message #48150] Mon, 29 December 2008 13:17 Go to previous messageGo to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

Whoah, Did you have this ready or something, Thanx JohnDoe, This was very nicely done, I understood it and will try it,thanx.

[Updated on: Mon, 29 December 2008 13:18]

Report message to a moderator

Re: Simple Sparring Script Help [message #48174 is a reply to message #48173] Mon, 29 December 2008 13:43 Go to previous messageGo to next message
Noctus is currently offline  Noctus
Messages: 969
Registered: May 2008
Location: England

Administrator

Aarkan wrote on Mon, 29 December 2008 13:17

Whoah, Did you have this ready or something, Thanx JohnDoe, This was very nicely done, I understood it and will try it,thanx.


Can i ask quickly? Why can't you use any of our software? FE and AE i mean.


http://img696.imageshack.us/img696/9540/helpmeaaa.jpg
Re: Simple Sparring Script Help [message #48175 is a reply to message #48174] Mon, 29 December 2008 13:52 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Aarkan wrote on Mon, 29 December 2008 15:17

Did you have this ready or something
Nope, if I did, I'd have given you a link to it instead. Wink
DarkenedSoul wrote on Mon, 29 December 2008 15:43

Why can't you use any of our software? FE and AE i mean.
He said he can use AE, just not FE.
And that is a good question, we're pretty good at helping out with that kind of stuff.
Re: Simple Sparring Script Help [message #48177 is a reply to message #48150] Mon, 29 December 2008 13:59 Go to previous messageGo to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

I probably will Use FE someday, Im modding on XBOX, so its more complicated, But Someone said the original Fable On xbox is just like the pC version. Ill still have to transfer all the new items from TLC to the original, I would have thought if the 1st Xbox Fable is equal to PC fable, you guys would have just made an XBOX fmp to make Fable into Fable TLC.

[Updated on: Mon, 29 December 2008 14:00]

Report message to a moderator

Re: Simple Sparring Script Help [message #48178 is a reply to message #48177] Mon, 29 December 2008 14:00 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Well it's a little more complex than that. Rolling Eyes
That and, if people wanted TLC on XBox, they can buy TLC on XBox, it's easier that way. Razz
Re: Simple Sparring Script Help [message #48252 is a reply to message #48150] Wed, 31 December 2008 21:39 Go to previous message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

Can i use something along the lines of


StartCTCActivationTrigger;
ReceptorUID 0;
EndCTCActivationTrigger;
StartCTCCreatureGeneratorCreator;
EndCTCCreatureGeneratorCreator;
or
StartCTCActivationReceptorCreatureGenerator;
DeactivateAfterSetTime TRUE;
FramesAfterActivationToDeactivate 150;
ActivateOnActivate FALSE;
TriggerOnActivate TRUE;
EndCTCActivationReceptorCreatureGenerator;

For the Spawning, if its in the same area??
Previous Topic: My Attempts
Next Topic: Navigation Script
Goto Forum:
  


Current Time: Sat Nov 23 05:49:19 PST 2024

Total time taken to generate the page: 0.13007 seconds