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Home » Fable TLC » Discussion » Level Scripting » tried to spawn chest but crash
icon4.gif  tried to spawn chest but crash [message #43167] Mon, 23 June 2008 23:26 Go to next message
SonnoMaku is currently offline  SonnoMaku
Messages: 4
Registered: June 2008
Location: Lee's Summit, MO
Ok I am trying to spawn a chest I think I need to rename the finalalbian.wad but I dont know what to name it.
Re: tried to spawn chest but crash [message #43168 is a reply to message #43167] Mon, 23 June 2008 23:34 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Rename it to anything that is not FinalAlbion.wad.

The chest won't show up unless you rename the wad file, but this will not cause the crash.

Post your chest script. Fable is picky, downright bitchy when it comes to syntax errors, and I'm betting anything that you're simply missing a space, have a {} instead of a [], missing a ; or have a : instead, wrong type of quotes or missing quotes, missing a space or have one too many, numbers that are out of order and/or starting with a 1 instead of a 0, any small detail like that will cause Fable to cry and crash to the desktop.
Re: tried to spawn chest but crash [message #43170 is a reply to message #43167] Mon, 23 June 2008 23:42 Go to previous messageGo to next message
SonnoMaku is currently offline  SonnoMaku
Messages: 4
Registered: June 2008
Location: Lee's Summit, MO
so I can name it anything do I need to keep the .wad or can I just name it like namechanged or should it be like namechanged.wad also here is the code:

NewThing Object;
Player 4;
UID 18446741511262331237;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 179.081100;
PositionY 100.832300;
PositionZ 19.058240;
RHSetForwardX -0.999570;
RHSetForwardY 0.029342;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCChest;
ContainerContents[0] "OBJECT_HERO_TROUSERS_JACK";
ContainerContents[1] "OBJECT_HERO_SHIRT_JACK";
ContainerContents[2] "OBJECT_HERO_BOOTS_JACK";
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;

oh also can I delete a chest I have a test one I want to get rid of

[Updated on: Mon, 23 June 2008 23:43]

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Re: tried to spawn chest but crash [message #43173 is a reply to message #43167] Tue, 24 June 2008 00:35 Go to previous messageGo to next message
SonnoMaku is currently offline  SonnoMaku
Messages: 4
Registered: June 2008
Location: Lee's Summit, MO
I figured out what was wrong Very Happy
Re: tried to spawn chest but crash [message #43179 is a reply to message #43173] Tue, 24 June 2008 10:28 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
SonnoMaku wrote on Tue, 24 June 2008 02:35

I figured out what was wrong Very Happy
Did you? Could you tell me, because I don't think it was that chest. Looks fine to me.

Also, once a chest has been saved into the save file, the is only one way to get rid of it.

You have to use FE to make the OBJECT_CHEST_OPENABLE damageable, set the health low, then whack it with a stick and it "dies," disappearing without a trace. Be sure to set it back to non-damageable afterward, else you may destroy chests by accident.

The reason it has to be done this way is that once you visit an area and save, the save file sucks up all the information it can, like what buildings are where, who lives in them, what chests are open and where with what contents, etc. etc. It takes it all in like a giant vacuum. Since we don't have an easy way of editing the save file, I stick with killing the chest.
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