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My first WeiDu mod :D


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#1 Riklaunim

Riklaunim
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  • 375 posts

Posted 15 July 2003 - 04:09 AM

:lol: I've made 2 NPC for BG 2 with WeiDu (thanks Grayfain for the tutorial :D)

Posted Image
LE monk of Auril - Grimnosh (special powers :))

Posted Image
Lia ... from the grove :P Neutral Assasin with some bards abbilities and 22 Charisma :D

Now a question:
IF
Global("J#VondoExists","AR1000",0)
THEN
RESPONSE #100
SetGlobal("J#VondoExists","AR1000",1)
CreateCreature("J#Vondo",[9137.2046],3)
END
This in Greyfain tutorial is used to add NPC to an Area. What are those numbers: 9137 etc. ? X/Y coordinates?
:( I've inserted my NPC with NI because I couldn't make this bcs work (compiled and so on :P)

#2 Kismet

Kismet

    Mild Thang

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Posted 15 July 2003 - 04:21 AM

Yes, those are x.y coordinates. You do, however, want to make sure that they are a spot where you can actually go and I'm not sure that those are valid coordinates for the government district.

#3 Riklaunim

Riklaunim
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  • 375 posts

Posted 15 July 2003 - 04:24 AM

I've never saw a 9000 coordinate :P I've tried wiht my own coordinetes in the Deloras Inn.

#4 -Moonfruit-

-Moonfruit-
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Posted 15 July 2003 - 05:10 AM

I've inserted my NPC with NI because I couldn't make this bcs work (compiled and so on)

In that case, just make a text file and rename it to .baf. In it you can type:

IF
Global("NPCExists","AR0513",0) // AR0513 is the bottom floor of Delosar's Inn. For the top, you can use AR0514, and [700.300],2. //
THEN
RESPONSE #100
SetGlobal("NPCExists","AR5013",1)
CreateCreature("NPC",[710.580],2)
END

Then in your tp2 file, just add the line:

COMPILE ~npc/npc.baf~

HTH

#5 -Guest-

-Guest-
  • Guest

Posted 17 July 2003 - 10:23 AM

Shouldn't you then do

EXTEND_BOTTOM ~AR0513.bcs~ ~npc.baf~


This way, you don't even have to use the COMPILE directive.

#6 -Moonfruit-

-Moonfruit-
  • Guest

Posted 18 July 2003 - 03:11 PM

Shouldn't you then do

EXTEND_BOTTOM ~AR0513.bcs~ ~npc.baf~


This way, you don't even have to use the COMPILE directive.

Indeed you could.

While I didn't say it, my suggestion was actually meant to be used if the spawning script were inside another script (like NPC1D.BCS). The EXTEND_BOTTOM (or TOP) would work better if you created a separate baf file which only contained the spawning (or other commands for that specific area).