Several coding questions from a modding newb
#1
Posted 19 August 2004 - 03:07 PM
2) How do you make a new area? Let's assume I wanted to make a house out of one of the question mark locations in Waukeen's promenade using the same basic house mapping used in most houses (including Galin Bayle's, for one), how would I do that?
3) How do I edit animations, and with what tools? In my specific case, I'm interested in removing the mandatory axe from an Orc. How would I go about doing that?
Thx in advance.
#2
Posted 19 August 2004 - 03:17 PM
You'll want to use a script to start a quest. To check if you're in Athkatla you'll want to know all the area codes and do an OR() check,eg:
IF Global("CheckingQuestStarted","GLOBAL",0) OR(insert_number_of_areas_here) AreaCheck("here") AreaCheck("there") AreaCheck("everywhere") etc... THEN RESPONSE #100 SetGlobal("CheckingQuestStarted","GLOBAL",1) (Put your other actions here) END
The variable is to ensure it only starts once. The other actions would be creating a creature or calling a dialogue or however you want to start your quest. I think you can find a listing of area codes in the IESDP so you can pick the places you want it to be able to start. And finally, OR() has to have in brackets the number of possibilities (e.g. here the number of areas in Athkatla).
Hope this helps!
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#3
Posted 19 August 2004 - 03:26 PM
To do this you need to script. If you don't know anything about scripting, you need to learn . Here is a comprehensive, and possibly overwhelming, introduction. Looking at scripts in game will help you a lot. I usually use NearInfinity.1) How to I code a quest to trigger as soon as you enter any city in Athkatla? Something similar to what's-his-name coming and telling you about Jan's ex. Failing that, could anyone tell me how to find the original with IE?
You will need to add scripting blocks either to Baldur.bcs and Baldur25.bcs with the Trigger AreaType(CITY), or you could add those blocks to all the area scripts of the city areas.
2) How do you make a new area? Let's assume I wanted to make a house out of one of the question mark locations in Waukeen's promenade using the same basic house mapping used in most houses (including Galin Bayle's, for one), how would I do that?
Paint. Photoshop. Whatever you like. You also willIETME.
If you open the relevant area file (from a house, for example) and remove all the NPCs, Triggers and Containers etc from it, and renamed it, then you would have a new area based on an existing one (Bioware had some blueprint areas for housing).
3) How do I edit animations, and with what tools? In my specific case, I'm interested in removing the mandatory axe from an Orc. How would I go about doing that?
Hmm, that's quite tricky. The easiest advice I could give would be don't. BAMWorkshop might help you, if you are prepared to change every single frame of every animation for the goblin to remove the axe, that is...
Hope that helps and doesn't discourage you. Mod on!
Yikari, monk NPC
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#4
Posted 20 August 2004 - 07:23 AM
And once I have my area, how would I put it into the game?Paint. Photoshop. Whatever you like. You also willIETME.
If you open the relevant area file (from a house, for example) and remove all the NPCs, Triggers and Containers etc from it, and renamed it, then you would have a new area based on an existing one (Bioware had some blueprint areas for housing).
#5
Posted 20 August 2004 - 11:34 AM
#6
Posted 23 August 2004 - 09:31 AM
#7
Posted 23 August 2004 - 10:30 AM