Custom Cullis Gates [message #54988] |
Wed, 11 November 2009 03:31 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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They can be done.
To add a Cullis Gate, use the following scripts:
Scripts | NewThing Marker;
Player -1;
UID 18446744073709551615;
DefinitionType "HERO_GUILD_TELEPORT_MARKER";
ScriptName TeleportPoint;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 0.0;
RHSetForwardY 1.0;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 1.0;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCTeleporter;
TeleportActive FALSE;
TeleportActivated FALSE;
EndCTCTeleporter;
Health 1.0;
EndThing;
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| NewThing Object;
Player 4;
UID 18446744073709551615;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 0.0;
RHSetForwardY 1.0;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 1.0;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;
| IMPORTANT - Always adjust coordinates and UIDs.
Notes: The teleport pedestal isn't essential, it would just look stupid if the teleport effect was going and there wasn't anything under it. And you'll want to have the marker a little bit higher than the pedestal or the effect will clip with the mesh.
You can also use different teleport markers, just don't leave out the ScriptName TeleportPoint; line, and be sure to use a corresponding teleport OBJECT. The guild pedestal for example is smaller than some of the other Cullis Gate OBJECTs.
Seems simple, and yea that part of it is simple, but here's where it gets interesting...
NotesFor this to work, the region that is getting the custom Cullis Gate absolutely must have AppearOnWorldMap; in it's definition in the BWD (flip the boolean value for AppearOnWorldMap; with a hex editor) or the WLD (whichever one is being used). To make this an easy edit, open the userst.ini and change UseCompiledWorldFiles TRUE; to UseCompiledWorldFiles FALSE; so that you can just edit the WLD.
It gets better. If the region with the custom Cullis Gate doesn't have a minimap defined in the WLD, the region will use the minimap of the region that the Hero is teleporting from. No minimap = one will be thrown on there and it will look weird. But this is only an issue is you're going to filler maps/creature hub or if you mod the regions to split them up or whatever.
Also, a text entry for the NewDisplayName line will be needed as opposed to just putting in whatever you want or else it will show up blank in the Cullis Gate teleport menu (but strangely, the custom name shows up properly in the description just under that same menu....).
And to add on to that, if there's no RegionDef assigned to the region by the WLD, the teleport destination will by default show up at the top left (0,0) of the world map, because the WLD WorldMapOffset values in the WLD aren't used, the game grabs the values from the REGION entry. But you can use those values in the REGION entry if you want to make a new one.
But wait, there's more! If you put the scripts in TNGs, you'll need to go back to the userst.ini and switch UseCompiledGlobalThings TRUE; to UseCompiledGlobalThings FALSE; or the Cullis Gate won't work. I would recommend putting the scripts in the GTG, global scripts means faster loading time. But that's just what I would do. If you put the scripts in the GTG, you'll need to open up the WLD again, track down the map definition you want to put the custom Cullis Gate in, look at the NewMap number, look for the same NEWMAP number in the GTG, dump the scripts there. I also want to add that the teleport pedestal shouldn't go in the GTG, but instead the TNG. There might not be any problems, there just aren't any OBJECTs in the GTG. For convenience, you may just want to use TNGs if you don't mind the loading time (it's not major waiting either, I'm just weird like that). There shouldn't be any adverse effects of using the TNGs (except what I've already mentioned) as all the GTG stuff should also be in the TNGs as well.
Now remember, even a custom Cullis Gate is just like a standard Cullis Gate. You have to have actually been to the region with the custom Cullis Gate for it to be active. So if it's in a place that isn't reachable by default, make a teleporter as well.
And one last note - If you edit the WLD, GTG or those specific userst.ini values, you'll more than likely need to start a new save for the changes to take effect. WLD for certain, GTG I'm not so sure but it's a safe bet, the INI, maybe, maybe not, don't know.
Oh, almost forgot... as I have repeatedly said countless times in the past couple of years that this was impossible, I must say now that I was wrong. Because I am infallible but am at the same time wrong, resulting in a paradox of universal constants, prepare for world annihilation in three... two...
[Updated on: Wed, 11 November 2009 20:37] Report message to a moderator
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