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Editing info triggers within the game and spawn points with Weidu


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#1 temnix

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Posted 26 May 2017 - 04:09 AM

I think those plaques and other information points you can click for a message are called info triggers. Can their content be controlled within the game through scripts or some other way? If not generally, then specifically I want to know about the "cave door back" to the lowest level of the Nashkel mine. The one which "has collapsed." It's not a proper door, only one of these info triggers, but with the door cursor. Can I change the message within the game?

 

And for a Weidu installation, is it possible to edit spawn points in an area so they produce different creatures?



#2 Wisp

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Posted 27 May 2017 - 10:37 AM

For regions, edit this structure of the ARE: http://gibberlings3....rmAREAV1_0_Info
You can add multiple regions to an ARE, they may overlap and you can enable and disable them in scripts with the TriggerActivation() action.
You can add and remove regions with the fj_are_structure function. You may also be interested in the ALTER_AREA_REGION function.
 
For spawns, edit this structure of the ARE: http://gibberlings3....mAREAV1_0_Spawn
No existing functions for that, I'm afraid. But it's a fairly straightforward edit. The offset of the spawn structure can be read from the header, it is always the same size and the fields are at fixed offsets from the start of the structure.

Edited by Wisp, 27 May 2017 - 10:39 AM.


#3 temnix

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Posted 29 May 2017 - 02:40 AM

Ardanis and badangu over at Beamdog's have told me what to do about info triggers and spawn points. They say info triggers can be scripted and gave me Weidu code for spawn points. The curious can read about it here: https://forums.beamd...tions-thread/p4

 

However, now I need to set the "Trigger silent" flag of the offset. How do I do that?


Edited by temnix, 29 May 2017 - 12:47 PM.