Custom bodyguard wont respawn [message #52974] |
Wed, 22 July 2009 06:55 |
aapje332
Messages: 18 Registered: July 2009
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Well, I used this tutorial: http://forums.projectego.net/your-own-personal-body-guard-22 49/ It works perfectly, but the bodyguard doesnt respawn again after use...
NewThing AICreature;
Player 2;
UID 18446741874686298247;
DefinitionType "CREATURE_BANDIT_LEADER";
ScriptName BodyGuard;
ScriptData "_EVIL2";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 91.200200;
PositionY 78.000000;
PositionZ 39.034240;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsNavigator;
StartCTCRandomAppearanceMorph;
Seed 430619860;
EndCTCRandomAppearanceMorph;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
AttachToGround TRUE;
EndCTCEditor;
StartCTCVillageMember;
VillageUID 0;
EndCTCVillageMember;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag TRUE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
Health 60.0;
OverridingBrainName NULL;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero TRUE;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 0.0;
InitialPosY 0.0;
InitialPosZ 0.0;
EndThing;
Thanks in advance!
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Re: Custom bodyguard wont respawn [message #52980 is a reply to message #52974] |
Wed, 22 July 2009 08:49 |
aapje332
Messages: 18 Registered: July 2009
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I already used that marked idea, it works, but it doesn't respawn my custom bodyguard. Just a regular bodyguard..
NewThing Marker;
Player 4;
UID 18446741874686300691;
DefinitionType "MARKER_BASIC";
ScriptName M_BodyGuardRespawn;
ScriptData "_EVIL2";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 90.016850;
PositionY 78.991210;
PositionZ 39.183220;
RHSetForwardX -0.600222;
RHSetForwardY -0.799834;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
AttachToGround TRUE;
EndCTCEditor;
Health 1.0;
EndThing;
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Re: Custom bodyguard wont respawn [message #52983 is a reply to message #52982] |
Wed, 22 July 2009 11:34 |
aapje332
Messages: 18 Registered: July 2009
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jwc2200 wrote on Wed, 22 July 2009 11:15 | More than the Marker is involved. Use the new quest Section like he said, if you didn't already.
XXXSectionStart V_BodyGuard;
Guard and Marker Scripts
XXXSectionEnd;
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Ive made this new section, but I don't really know what it does, can you give me some explanation?
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Re: Custom bodyguard wont respawn [message #52985 is a reply to message #52984] |
Wed, 22 July 2009 11:44 |
aapje332
Messages: 18 Registered: July 2009
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JohnDoe wrote on Wed, 22 July 2009 11:37 |
aapje332 wrote on Wed, 22 July 2009 13:34 | Ive made this new section, but I don't really know what it does, can you give me some explanation?
| It tells Fable to activate quest elements for the quest given. The bodyguard bit is a sort of "gameplay quest" similar to the trader who wants an escort to Orchard Farm. I could go into an in-depth explanation, but I don't want to draw a chart for something that doesn't matter in the end anyway.
You said you used the quest section, the scripts I provided as they are? Before or after Jason's post?
If before, my previous statement stands.
If after, did it work? And why didn't you follow my instructions the first time around?
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I did it after (I use Albion Explorer) and I didn't knew what it was till I looked further... And no it didn't worked... Im not going to change the UID constantly so I'm going for your summon idea
By the way, I read on the wiki that this would respawn it:
ScriptName M_BodyGuardRespawn;
ScriptData “_GOOD1”;
Doesn't work, so is the wiki wrong or am I doing something wrong?
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Re: Custom bodyguard wont respawn [message #52988 is a reply to message #52987] |
Wed, 22 July 2009 12:14 |
aapje332
Messages: 18 Registered: July 2009
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jwc2200 wrote on Wed, 22 July 2009 12:00 | I just used AE to spawn a good bodyguard. I hired him, took him to Witchwood and got him killed, recalled and another was there. So the problem is on your end. Did you make any changes other than definition type? If so, try again and only change the definition type. Or do what you said in your last post and give up on this.
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I didn't make any changes that really matter or should change the spawn character... I'm not giving up on this, I hope I'll come up with a solution (I doubt it xD but however ill try) 'till then I'm just going to make some other mods
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Re: Custom bodyguard wont respawn [message #52992 is a reply to message #52974] |
Wed, 22 July 2009 12:54 |
aapje332
Messages: 18 Registered: July 2009
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That's the problem, that was it all along...
I had this:
XXXSectionStart V_BodyGuard;
NewThing AICreature;
Player 2;
UID 18446741874686298247;
DefinitionType "CREATURE_BANDIT_LEADER";
ScriptName BodyGuard;
ScriptData "_EVIL2";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
Health 65.00000;
ObjectScale 1.00000;
OverridingBrainName "BRAIN_BODY_GUARD";
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
ContinueAIWithInformation FALSE;
RespondingToFollowAndWait TRUE;
CanBeMarried FALSE;
CanBeCourted FALSE;
AllowedToFollowHero FALSE;
InitialPosX 3323.20000;
InitialPosY 3566.00000;
InitialPosZ 39.03424;
EnableCreatureAutoPlacing FALSE;
RegionFollowingOverriddenFromScript FALSE;
HasRelationships FALSE;
HomeBuildingUID 0;
WorkBuildingUID 0;
FatherCreatureUID 0;
MotherCreatureUID 0;
SpouseCreatureUID 0;
StartCTCPhysicsNavigator;
PositionX 91.20020;
PositionY 78.00000;
PositionZ 39.03424;
RHSetForwardX 1.00000;
RHSetForwardY 0.00000;
RHSetForwardZ 0.00000;
RHSetUpX 0.00000;
RHSetUpY 0.00000;
RHSetUpZ 1.00000;
EndCTCPhysicsNavigator;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName "";
EndCTCEnemy;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCRandomAppearanceMorph;
Seed 430619860;
EndCTCRandomAppearanceMorph;
StartCTCEditor;
LockedInPlace FALSE;
AttachToGround TRUE;
Freezed FALSE;
EndCTCEditor;
EndThing;
NewThing Marker;
Player 4;
UID 18446741778328336486;
DefinitionType "BASIC_MARKER";
ScriptName M_BodyGuardRespawn;
ScriptData "_EVIL2";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
Health 1.00000;
ObjectScale 1.00000;
StartCTCPhysicsStandard;
PositionX 91.20020;
PositionY 78.00000;
PositionZ 39.03424;
RHSetForwardX 1.00000;
RHSetForwardY 0.00000;
RHSetForwardZ 0.00000;
RHSetUpX 0.00000;
RHSetUpY 0.00000;
RHSetUpZ 1.00000;
EndCTCPhysicsStandard;
EndThing;
XXXSectionEnd;
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