igi Posted April 15, 2005 Share Posted April 15, 2005 I'll just point out that *real* leet moddars all work on TC's, and don't have to actually release anything due to frequent hard disk crashes. Link to comment
Guest The_Swordalizer Posted April 18, 2005 Share Posted April 18, 2005 I'll modify the script for the entrance to the compound then. However, I still need to add a new travel trigger inside the compound that leads to a new area, also key operated. But first I have to make the new area. A modders job is never done. I thought this would be such a simple first project - a couple of new dialogues, an item or two. Now I'm adding doors, area's, NPC's, how does this happen?? Link to comment
Guest The_Swordalizer Posted April 20, 2005 Share Posted April 20, 2005 Not to sound ungrateful but... noone has actually answered my question! How do i add a door to an existing area? I need to add a new door to AR0906 (Guarded Compound First floor). Do I have to overwrite the area? Also, does anyone have links to a tutorial on how to add a travel trigger to an area using WeiDU? Link to comment
jastey Posted April 20, 2005 Share Posted April 20, 2005 Have a look at this thread: http://forums.pocketplane.net/index.php?topic=16429.0 Link to comment
SConrad Posted April 20, 2005 Share Posted April 20, 2005 Have a look at this thread: http://forums.pocketplane.net/index.php?topic=16429.0 Information triggers != doors. And CB's template doesn't work - you'll need to revise the patching a fair bit. Link to comment
jastey Posted April 20, 2005 Share Posted April 20, 2005 SConrad: My link was referring to The_Swordalizer's question for adding a travel trigger to an area using WeiDU. And I never said you can use the template as it is without having to adjust it to your needs. Link to comment
SConrad Posted April 20, 2005 Share Posted April 20, 2005 And I never said you can use the template as it is without having to adjust it to your needs. It's not a question of having to adjust it a bit. You're better off with coding it from scratch (trust me, I've tried). Link to comment
jastey Posted April 20, 2005 Share Posted April 20, 2005 I never used the template. I would be very interested in seeing the template you came up with that actually worked. Link to comment
SConrad Posted April 20, 2005 Share Posted April 20, 2005 Yeah, sure, I'll put it up at some point. It's horrible syntax, but meh, it works. Link to comment
jastey Posted June 3, 2005 Share Posted June 3, 2005 SConrad: Did you put it up somewhere in the meantime? Link to comment
SConrad Posted June 4, 2005 Share Posted June 4, 2005 SConrad: Did you put it up somewhere in the meantime? Eh, sorry. I totally forgot about this. Disclaimer: Don't do this at home, children. (Yeah, it's that horrible.) COPY_EXISTING ~ar0709.are~ ~override~ // We start by reading offsets and numbers READ_SHORT 0x5a "trig_num" READ_LONG 0x5c "trig_off" READ_LONG 0x60 "spawn_off" READ_LONG 0x68 "ent_off" READ_LONG 0x70 "cont_off" READ_LONG 0x78 "item_off" READ_LONG 0x7c "vert_off" READ_SHORT 0x80 "vert_num" READ_LONG 0x84 "amb_off" READ_LONG 0x88 "var_off" READ_LONG 0xa0 "bmp_off" READ_LONG 0xa8 "door_off" READ_LONG 0xb0 "anim_off" READ_LONG 0xb8 "tiled_off" READ_LONG 0xbc "song_off" READ_LONG 0xc0 "rest_off" READ_LONG 0xc4 "note_off" // Add 4 vertices INSERT_BYTES ("%vert_off%" + ("%vert_num%" * 4) ) 0x10 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) ) 736 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x2) 683 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x4) 826 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x6) 617 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0x8) 887 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xa) 674 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xc) 780 WRITE_SHORT ("%vert_off%" + ("%vert_num%" * 4) + 0xe) 742 // First, we insert the new trigger by adding 196 bytes at a specific location in the file INSERT_BYTES ("%trig_off%" + ("%trig_num%" * 0xc4) ) 0xc4 // Let's start patching the new trigger WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) ) ~TranJZ00~ // Name of the new trigger WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x20) 0x02 // Which trigger type? WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x22) 736 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x24) 617 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x26) 887 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x28) 742 // Bounding box WRITE_SHORT ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2a) 0x04 // Number of vertices WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x2c) "%vert_num%" // First vertex index WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x34) 0x2a // Cursor index WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x38) ~ARJZ00~ // Destination area WRITE_ASCII ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x40) ~Exit0709~ // Exit point WRITE_LONG ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x60) 0x04 // Flags SAY ("%trig_off%" + ("%trig_num%" * 0xc4) + 0x64) #-1 // Trigger Text // Code wrapup - need to adjust numbers of vertices and triggers and adjust offsets WRITE_SHORT 0x80 ("%vert_num%" + 0x04) // four new vertices WRITE_SHORT 0x5a ("%trig_num%" + 0x01) // one new trigger SET "adj" = 0xc4 WRITE_LONG 0x60 ("%spawn_off%" + "%adj%") WRITE_LONG 0x68 ("%ent_off%" + "%adj%") WRITE_LONG 0x70 ("%cont_off%" + "%adj%") WRITE_LONG 0x78 ("%item_off%" + "%adj%") WRITE_LONG 0x7c ("%vert_off%" + "%adj%") WRITE_LONG 0x84 ("%amb_off%" + "%adj%") WRITE_LONG 0x88 ("%var_off%" + "%adj%") WRITE_LONG 0xa8 ("%door_off%" + "%adj%") WRITE_LONG 0xb8 ("%tiled_off%" + "%adj%") SET "adj" = (0xc4 + 0x10) WRITE_LONG 0xa0 ("%bmp_off%" + "%adj%") WRITE_LONG 0xb0 ("%anim_off%" + "%adj%") WRITE_LONG 0xbc ("%song_off%" + "%adj%") WRITE_LONG 0xc0 ("%rest_off%" + "%adj%") WRITE_LONG 0xc4 ("%note_off%" + "%adj%") Link to comment
jastey Posted June 5, 2005 Share Posted June 5, 2005 Thank you, SConrad! Maybe one day I'll be able to see why you put that disclaimer on. Link to comment
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