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scripting question [message #32065] Wed, 17 October 2007 04:37 Go to next message
kameo is currently offline  kameo
Messages: 5
Registered: September 2007
Is there any way of adding more functionalty to the scripting language in fable by maybe editing the C# files
contained in the Defs folder.. i.e adding new custom scripting, for say like to control how many creatures are displayed on the screen at once.


by the way the defs folder is here.... ( c:\program files\microsoft games\fable - the lost chapters\data\Defs)



[Updated on: Mon, 15 October 2007 02:06]

Re: scripting question [message #32102 is a reply to message #32065] Wed, 17 October 2007 14:46 Go to previous messageGo to next message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
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Haven't heard of it, that would be REALLY cool though, because we could make "easy" tng editing. (for example of a tng file:

Quote:


SPAWN 5keychest;
(coordinates)
OBJECT_HERO_BOOTS;
OBJECT_JOB_MASK;



that would be awesome

)


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: scripting question [message #32108 is a reply to message #32102] Wed, 17 October 2007 15:27 Go to previous messageGo to next message
HodgePodge is currently offline  HodgePodge
Messages: 440
Registered: April 2007
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morerunes wrote on Wed, 17 October 2007 16:46

Haven't heard of it, that would be REALLY cool though, because we could make "easy" tng editing. (for example of a tng file:

Quote:


SPAWN 5keychest;
(coordinates)
OBJECT_HERO_BOOTS;
OBJECT_JOB_MASK;



that would be awesome

)


That's practically what it is already...


http://i186.photobucket.com/albums/x50/HawjPawj/PONG.gif
Re: scripting question [message #32109 is a reply to message #32065] Wed, 17 October 2007 15:29 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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yeah, but it would get rid of all the unneccesaries, + you could make the UID randomly generate itself

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: scripting question [message #32120 is a reply to message #32109] Wed, 17 October 2007 18:39 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

still, you gotta be pretty thick to not be able to understand tng scripts.

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but when he posted,
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Re: scripting question [message #32123 is a reply to message #32065] Wed, 17 October 2007 18:54 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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yeah, just makes typing it in a bit easier Wink

"All of the work, and none of the play, will surely provide for a speedy decay"
Re: scripting question [message #32124 is a reply to message #32123] Wed, 17 October 2007 18:59 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

it's called

ctrl + c ctrl + v


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.
Re: scripting question [message #32126 is a reply to message #32065] Wed, 17 October 2007 19:02 Go to previous messageGo to next message
morerunes is currently offline  morerunes
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duh, I meant the [0]HERO_BOOTS_blah blah

and making it easier to read also


"All of the work, and none of the play, will surely provide for a speedy decay"
Re: scripting question [message #32137 is a reply to message #32126] Wed, 17 October 2007 19:41 Go to previous messageGo to next message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

you'd still have to type out the object names...

also those files are mainly for identifying what is where, doesnt have as major an impact as the compileddefs.


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.
Re: scripting question [message #32170 is a reply to message #32065] Thu, 18 October 2007 01:24 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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The answer is no.


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Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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