Fable: The Lost Chapters Mod Scene
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Re: Editing Chests... [message #39874 is a reply to message #39873] Mon, 07 April 2008 15:21 Go to previous messageGo to previous message
James Butts is currently offline  James Butts
Messages: 148
Registered: February 2008
Okay don't download the god box mod it doesn't work for me either!!! heres a script and a tng for something similar. The tng is just oldboy's mod turned into a tng.
Example script:
NewThing Object;
Player 4;
UID 42946741894686298676;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 0.998439;
RHSetForwardY 0.055748;
RHSetForwardZ 0.0;
RHSetUpX -0.000054;
RHSetUpY 0.000975;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_ANY_OBJECT_YOU_WANT";
ContainerContents[1] "OBJECT_ANY_OBJECT_YOU_WANT";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;


uid: the game uses this to identify the item as unique. you must make this completely different from any other uid's you can use the uid generator in aboin explorer to make sure that you make a unique uid. this also must have exactly 20 numbers or digits in it.

position x, y, and z: these are the parts that determine the position of the chest. an easy way to correctly get a working position is to take the x, y, and z positions from another object and change them 2 or 3 notches, but make sure not to change the z position any though.

ContainerContents[0] this is the number of the object in the chest. it must always start from 0 and go up from there.

the rest of the script you shouldn't edit because it might mess it up and crash the game.


Dammit

[Updated on: Mon, 07 April 2008 16:38]

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