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

Home » Fable TLC » Mods » Work In Progress » 2nd mod no spawning in necropolis
Re: 2nd mod no spawning in necropolis [message #29842 is a reply to message #29840] Fri, 28 September 2007 22:26 Go to previous messageGo to previous message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

yeah, well good luck with this

also just a suggestion but you could always just make a teleporter to the necropolis to test it out

here is one i have prepared earlier

man i have waaaaay too much time on my hands


NewThing Thing;
Player 4;
UID 18446741874686296132;
DefinitionType "REGION_EXIT_POINT";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 4.583252;
PositionY 120.747100;
PositionZ 29.176630;
RHSetForwardX -0.70709;
RHSetForwardY 0.707091;
RHSetForwardZ 0.0;
RHSetUpX -0.000345;
RHSetUpY -0.000345;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDRegionExit;
Active TRUE;
Radius 3.0;
MessageRadius 0.0;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap FALSE;
EntranceConnectedToUID 2731053842488623107;
EndCTCDRegionExit;
EndThing;




place that in guildexterior.tng it will spawn somewhere in the middle near the guild front doors. you will not be able to see it it is a region exit marker so you just have to walk near it, it should spawn you in the necropolis at the front gate.


There once was a member of this land,
a humorous posting he planned,
but when he posted,
by mods he was toasted,
and now he has found himself banned.
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Runed Plate
Next Topic: Grog McGee's Fable Retool WiP
Goto Forum:
  


Current Time: Fri Nov 22 07:50:32 PST 2024

Total time taken to generate the page: 0.11155 seconds