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

Home » Fable TLC » Discussion » General Mod Discussion » Creature Generators?
Creature Generators? [message #39131] Sun, 16 March 2008 10:38 Go to next message
Azrooh is currently offline  Azrooh
Messages: 16
Registered: March 2008
Question answered.


Toggle Spoiler

[Updated on: Wed, 19 March 2008 19:00]

Report message to a moderator

Re: Creature Generators? [message #39137 is a reply to message #39131] Sun, 16 March 2008 11:17 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
On the left click on the NULL sub tree in AE. In the text box will be every item in that part. Paste the script at the top (bellow the SectionStart NULL thing though) and click apply changes. Save and reload the map should make it appear (make sure you know where it's going to spawn). Alternatively, open up the TNG in notepad in paste it in somewhere (preferably in the NULL section because thats the default section so it appears all the time).

New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: Creature Generators? [message #39141 is a reply to message #39137] Sun, 16 March 2008 13:21 Go to previous message
Azrooh is currently offline  Azrooh
Messages: 16
Registered: March 2008
Ok, I'll try that.
Edit: Confusing directions...I got to to work by looking at Lychfield's generators, then duplicating a marker, and copying and pasting the code. Thanks.

[Updated on: Wed, 19 March 2008 19:00]

Report message to a moderator

Previous Topic: Giving villagers weapons?
Next Topic: Taking off the minimap.
Goto Forum:
  


Current Time: Mon Apr 29 02:24:19 PDT 2024

Total time taken to generate the page: 0.01016 seconds