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Navigation Script [message #48247] Wed, 31 December 2008 16:46 Go to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

OK sorry to post another thread, but i think it helps new modders find more out if its all spread out than in one thread.
I think every script should be thouroughly discussed and a completed script for it should go in Finished mods\scripts.If its okay with you guys, i mean, i think no new modders know you can augment a weapon Without Using FE at all.

anyways, Ive been trying to use CTCPreCalculatedNavigationRoute;
to no success, has anybody used it, Without FE, This IS Scripting TNGs
Re: Navigation Script [message #48249 is a reply to message #48247] Wed, 31 December 2008 21:08 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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Aarkan wrote on Wed, 31 December 2008 18:46

CTCPreCalculatedNavigationRoute;


I think this is one of the CTC's I was unable to find parameters for. This obviously makes it unusable unfortunately.



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: Navigation Script [message #48251 is a reply to message #48247] Wed, 31 December 2008 21:31 Go to previous messageGo to next message
Aarkan is currently offline  Aarkan
Messages: 11
Registered: December 2008
Location: AZ

I found this in markers for npcs:

StartCTCPreCalculatedNavigationRoute;
PrecCalculatedNavigationRouteVersion 2;
ThingToCalculateRouteToUID 18446741874686296290;
NumberOfStepsOnRoute 0;
EndCTCPreCalculatedNavigationRoute;

Im using a large txt file of all tng data
Re: Navigation Script [message #48254 is a reply to message #48251] Wed, 31 December 2008 22:12 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Aarkan wrote on Wed, 31 December 2008 23:31

Im using a large txt file of all tng data
Meh, I just batch renamed them all to txt, I use Windows search to find text inside of them.

Anywho, you'll find that the value given for ThingToCalculateRouteToUID is used as the UID for another marker.

What that means... beats me.
Re: Navigation Script [message #48255 is a reply to message #48247] Wed, 31 December 2008 23:25 Go to previous messageGo to next message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Oh.

Then it probably works similar to the guard nodes.

It's been so long that all I can suggest is checking for a few things.

Check the ctc's and cdefs of npcs to see if you can identify the cdef used and it's default values.

Try out different values for the version and number of steps.

Make sure to link it to what I assume is a destination marker.

My thought is that the number of steps to take is for a smoother route between the source and destination UID.



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: Navigation Script [message #48256 is a reply to message #48247] Thu, 01 January 2009 05:56 Go to previous message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

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Aarkan wrote on Thu, 01 January 2009 01:46

i mean, i think no new modders know you can augment a weapon Without Using FE at all.


If someone takes the time to read the stickies and the wiki they will find out. Although it's good to make extra reference of course.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
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