Home » Fable TLC » Discussion » Definition Editing » Summon guild reinforcements, almost got it but need help
Re: Summon guild reinforcements, almost got it but need help [message #56684 is a reply to message #56643] |
Sat, 03 April 2010 22:56 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Short posts that are easy to read and smoothly transition from one idea to the next make for much easier discussion. Pithy posts, okay? Keep it simple stupid.
Pricem35 wrote on Thu, 01 April 2010 17:10 | And don't tell me factions, I've been working on factions for the past hour and it hasn't changed a thing.
| Bodyguards are special when it comes to factions, you have to hire them for them to adapt to the Hero's ally/foe system. Break their bodyguard system and they'll turn into standard creatures.Pricem35 wrote on Thu, 01 April 2010 17:10 | I made a new one where I'm the ally and bandits and monsters are the enemies, but when I'm attacking bandits my guys still attack ME.
| Only when you attack bandits? If they don't attack you when you attack monsters, perhaps you screwed up and didn't assign your new FACTION entry to the bodyguards' CEnemyDef, because if I remember correctly, monsters are listed as enemies of the bodyguards, and so if attacking monsters in their presence doesn't prompt them to attack you, it's probable that you did not effectively change which FACTION entry is used. And don't use the same bodyguard FACTION entry, I think Fable might have some special code in the executable that screws with it.
Pricem35 wrote on Sun, 04 April 2010 00:02 | there is always this bright blue auraish thing that extends for about two yards from them pointing south
| Residual effects from the ghost sword spell. While I'm sure there's a better way to remove the effects, I know that simply taking the listed effects out of the ghost sword CSpecialEffectsDef array will just make the game crash. What I would do is to duplicate the used effects.big entries, manually edit them so that they are colorless, add them as new effects and relink them to the CSpecialEffectsDef array. The effects will still be there, you just won't see them, and the game shouldn't crash if you did it right.
Here's the thing, don't ask me how to do this. While I've done it, I'm not that great at it, and I'd probably be terrible at explaining it.Pricem35 wrote on Sun, 04 April 2010 00:02 | they always sprint and never walk anywhere
| It would require a little work with the CAppearanceDef. See, ghost swords don't walk, or run, they just sort of glide.Pricem35 wrote on Sun, 04 April 2010 00:02 | edit: it would also be awesome if they could use magic. any idea on how to do that?
| HaaaahahahaPricem35 wrote on Sun, 04 April 2010 00:02 | edit no. 2: fixed the aura shadow thing (thanks to an aweseome guide by nesdude)
| Link to this guide? I must not have seen it before, and I'd really like to.Pricem35 wrote on Sun, 04 April 2010 00:02 | i'd love it if my dudes talked like the good bodyguards. any ideas?
| I don't think you did a very good job at all with the CDefs...
Take a closer look in the good bodyguard's CCreatureDef, it should have links and other data related to that sort of thing.
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Summon guild reinforcements, almost got it but need help
By: Pricem35 on Thu, 01 April 2010 15:10
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Re: Summon guild reinforcements, almost got it but need help
By: Pricem35 on Sat, 03 April 2010 22:02
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Re: Summon guild reinforcements, almost got it but need help
By: JohnDoe on Sat, 03 April 2010 22:56
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Re: Summon guild reinforcements, almost got it but need help
By: Pricem35 on Sun, 04 April 2010 00:30
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Re: Summon guild reinforcements, almost got it but need help
By: JohnDoe on Sun, 04 April 2010 01:03
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Re: Summon guild reinforcements, almost got it but need help
By: Pricem35 on Sun, 04 April 2010 01:32
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