Difference between revisions of "PRCSCR Script Templates"
From Dragon Age Toolset Wiki
(→Adding a placeable into an existing Area) |
|||
Line 13: | Line 13: | ||
| width=800 |This Script serves to add a placeable of your choice into an Area of choice. | | width=800 |This Script serves to add a placeable of your choice into an Area of choice. | ||
|- | |- | ||
− | | 2. ... | + | | 2. Adding a Vendor into an existing Area |
− | | ... | + | | This Script serves to any custom Vendor to a Area of choice. |
+ | |- | ||
+ | | 3. Activating a Waypoint on the Worldmap | ||
+ | | This Script serves to activate a custom Waypoint (Map Pin) of choice ,at any time into the Game. | ||
+ | |- | ||
+ | | 4... | ||
+ | | .... | ||
|} | |} | ||
Line 58: | Line 64: | ||
Export the script, the placeable ,and start the game. When you arrive at the specific Area in game, the Placeable will be there. | Export the script, the placeable ,and start the game. When you arrive at the specific Area in game, the Placeable will be there. | ||
− | == | + | == Adding a Vendor into an existing Area == |
+ | |||
+ | {{undocumented}} | ||
+ | |||
+ | == Activating a Waypoint on the Worldmap == | ||
+ | |||
+ | {{undocumented}} |
Revision as of 18:55, 1 February 2010
This page serves as a repository for ready to use M2DA's and Scripts to use with PRCSCR M2DA's when adding custom content to the game.
References:
- See Main Article: PRCSCR
- See PRCSCR.xls for details about that M2DA, or 2DA for an explanation of 2DA's as a whole
- To create a Script, right click in the Resourcepalette and select "New/Script" , or see Designer Resources for such Resources as a whole.
Contents:
1. Adding a placeable into an existing Area | This Script serves to add a placeable of your choice into an Area of choice. |
2. Adding a Vendor into an existing Area | This Script serves to any custom Vendor to a Area of choice. |
3. Activating a Waypoint on the Worldmap | This Script serves to activate a custom Waypoint (Map Pin) of choice ,at any time into the Game. |
4... | .... |
Adding a placeable into an existing Area
M2DA Setup:
- AreaListName must not be "any". Chose a specific one.
- Copy the GDA into your modules override folder.
Script: (As taken from the Storage Chest mod a kind Bioware employee made :o)
//const string TAL_STORAGE_CHEST_SPAWNED = "TAL_STORAGE_CHEST_SPAWNED"; const string TAL_IP_STORAGE_CHEST = "tal_ip_storage_chest"; const resource TAL_RESOURCE_IP_STORAGE_CHEST = R"tal_ip_storage_chest.utp"; void main() { object oMainControlled = GetMainControlled(); object oChest = UT_GetNearestObjectByTag(oMainControlled, TAL_IP_STORAGE_CHEST); //DisplayFloatyMessage(oMainControlled, "storage script working", FLOATY_MESSAGE, 16777215, 30.0); if (!IsObjectValid(oChest)) { location lSpawn = Location(GetArea(oMainControlled), Vector(148.77, 117.68, -0.94), 0.0); CreateObject(OBJECT_TYPE_PLACEABLE, TAL_RESOURCE_IP_STORAGE_CHEST, lSpawn); //DisplayFloatyMessage(oMainControlled, "storage chest created", FLOATY_MESSAGE, 16777215, 30.0); } }
- Replace "tal_ip_storage_chest" in the 2nd line with the "Tag" of your own placeable. (only small letters allowed)
- Replace "tal_ip_storage_chest.utp" in 3rd line with the Resources Filename of your placable.
- Exchange the (4) numbers after it sais "Vector" ,which should be the location of your placable. How to determine?
- Create a temporary duplicate of the specific Area, and add the placeable until you see fit. (delete this Area afterwards, do not export)
- Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (someone please confirm, my piece works except for rotation) [Undocumented]
Export the script, the placeable ,and start the game. When you arrive at the specific Area in game, the Placeable will be there.