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Re: Customizable NPC [message #17693 is a reply to message #17671] Wed, 04 April 2007 17:47 Go to previous messageGo to previous message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

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Mcchips wrote on Wed, 04 April 2007 08:06

And how do u do that?
Sorry. I dont know much about moddin and stuff Sad


Here's an example of a script to spawn it as a bodyguard:

NewThing AICreature;
Player 2;
UID 18446741874686298880;
DefinitionType "CREATURE_HERO_RIVAL_GOOD_01";
ScriptName BodyGuard;
ScriptData "_EVIL2";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 37.0;
PositionY 37.0;
PositionZ 30.0;
RHSetForwardX 0.049127;
RHSetForwardY 0.99877;
RHSetForwardZ 0.0;
RHSetUpX -0.000345;
RHSetUpY 0.000017;
RHSetUpZ 0.999994;
EndCTCPhysicsNavigator;
StartCTCRandomAppearanceMorph;
Seed -859535768;
EndCTCRandomAppearanceMorph;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
EndCTCEditor;
StartCTCVillageMember;
VillageUID 0;
EndCTCVillageMember;
StartCTCHeroMorph;
Strength 1.0;
Will 0.5;
Skill 1.0;
Age 0.5;
Morality 0.0;
Fatness 0.0;
Tan 0.0;
EndCTCHeroMorph;
StartCTCHeroAttachableAppearanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_01";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEATHERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHERARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATHERARMOUR_EVIL";
EndCTCHeroAttachableAppearanceModifiers;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
Health 10000.0;
OverridingBrainName BRAIN_BODY_GUARD;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
ContinueAIWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero FALSE;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 1899.038574;
InitialPosY 2110.61084;
InitialPosZ 31.511845;
EndThing;


Xx Old modder xX wrote on Wed, 04 April 2007 08:18

so instead of your self spawning...could u make jack spawn?lol?


NewThing AICreature;
Player 2;
UID 18446712344187468456;
DefinitionType "CREATURE_RIVAL_HERO_JACK_OF_BLADES";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 50.436768;
PositionY 106.591797;
PositionZ 5.756703;
RHSetForwardX -0.052358;
RHSetForwardY -0.998623;
RHSetForwardZ 0.0;
RHSetUpX 0.000345;
RHSetUpY -0.000018;
RHSetUpZ 0.999994;
EndCTCPhysicsNavigator;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
Health 200.0;
EnableCreatureAutoPlacing FALSE;
EndThing;


Look here on how to export and import a tng with Fable Explorer.

Open the tng in notepad.

Copy and paste the code under the null section start.

Make sure the coordinates are correct.

Import it again, save changes and you're done.

No more questions about scripting here!

Unless it's specificly about this mod, post them in the scripting section, after you've searched.




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

[Updated on: Thu, 12 April 2007 22:18]

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