Guards to summoners? etc [message #60975] |
Tue, 28 December 2010 12:40 |
jplusl
Messages: 4 Registered: December 2010
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Anyone here know how to change the guard's skins? I am turning Albion into an evil place. I already made the skies red. Now i am trying to make the guards into summoners. i tried exporting and importing guards into summoners but it didn't work. It only crashes my game. Thanks!
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Re: Guards to summoners? etc [message #60981 is a reply to message #60979] |
Wed, 29 December 2010 02:50 |
IDontKnow
Messages: 190 Registered: August 2010 Location: 127.0.0.1
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Just a quick thought, Wouldn't it be easier just to replace the guards mesh with the summoners?
27/4/11 23:XX (11:XX Pm) She went to a better place. 28/4/11 10:XX She was burried; RIP
Leren van de taal van Nederland is leuk.
Ik heb nog veel te leren, hoewel.
Tengo la ambición de aprender a español.
Yet I have no idea how to start.
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Re: Guards to summoners? etc [message #61015 is a reply to message #61014] |
Sun, 02 January 2011 02:08 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Arenar wrote on Sun, 02 January 2011 04:00 | Maybe look at the tutorials section?
| Or maybe read my post. JohnDoe wrote on Wed, 29 December 2010 04:39 | The proper way to go about this is to create a new creature entry based off of the summoner or whatever it is you want. Give it a CGuardDef and a CTCGuard (use ChocolateBox to sort the CTCs afterward, or do it manually). Then change the guard lineup at the bottom of the CVillagePeopleDefs in the VILLAGE entries. You may want to tweak the brain, faction (CEnemyDef), CCreatureDef, you know, all that other stuff to get the creature acting just right.
| So, you create a duplicate set of entries for the summoner or whatever creature you want as a guard. Take any entry specific to the creature (from the CREATURE entry), rename it, throw it all in an FMP, close FE, open FE again, load the FMP.
Then, add a CGuardDef to the CDefs, as well as a CTCGuard to the CTCs. Sort the CTCs by CRC, which can be done in CBox or by hand (just use CBox).
Open up the VILLAGE entries, open their CVillagePeopleDef entries, scroll to the bottom and you'll see the guard lineup. This is what determines which guards (CREATURE entries) show up based on how many guards have been killed. So clear the array except for the last one, and change the CREATURE entry to that of your duplicated summoner.
Then tweak all the entries as needed until it comes out exactly right. It might be time-consuming, but it's the proper and most effective way to work the definitions without screwing up the rest of your game.
Now if you need advice on how to do something in this, then you can ask specifically what you need help with. To just say that you need someone to explain it is going to get you shrugged off and pushed to the back of people's minds, because they have better things to do.
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Re: Guards to summoners? etc [message #61035 is a reply to message #61015] |
Mon, 03 January 2011 05:46 |
IDontKnow
Messages: 190 Registered: August 2010 Location: 127.0.0.1
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I think Arenar means How do you do it?
27/4/11 23:XX (11:XX Pm) She went to a better place. 28/4/11 10:XX She was burried; RIP
Leren van de taal van Nederland is leuk.
Ik heb nog veel te leren, hoewel.
Tengo la ambición de aprender a español.
Yet I have no idea how to start.
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