Fable: The Lost Chapters Mod Scene
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Home » Fable TLC » Mods » Work In Progress » 2nd mod no spawning in necropolis
Re: 2nd mod no spawning in necropolis [message #29842 is a reply to message #29840] Fri, 28 September 2007 22:26 Go to previous messageGo to previous message
Marcopolo is currently offline  Marcopolo
Messages: 1292
Registered: January 2006
Location: north vancouver

yeah, well good luck with this

also just a suggestion but you could always just make a teleporter to the necropolis to test it out

here is one i have prepared earlier

man i have waaaaay too much time on my hands


NewThing Thing;
Player 4;
UID 18446741874686296132;
DefinitionType "REGION_EXIT_POINT";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 4.583252;
PositionY 120.747100;
PositionZ 29.176630;
RHSetForwardX -0.70709;
RHSetForwardY 0.707091;
RHSetForwardZ 0.0;
RHSetUpX -0.000345;
RHSetUpY -0.000345;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCDRegionExit;
Active TRUE;
Radius 3.0;
MessageRadius 0.0;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap FALSE;
EntranceConnectedToUID 2731053842488623107;
EndCTCDRegionExit;
EndThing;




place that in guildexterior.tng it will spawn somewhere in the middle near the guild front doors. you will not be able to see it it is a region exit marker so you just have to walk near it, it should spawn you in the necropolis at the front gate.


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.
 
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