Difference between revisions of "PRCSCR Script Templates"
From Dragon Age Toolset Wiki
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| width=250 |1. [[PRCSCR Script Templates#Adding a placeable into an Area|Adding a placeable into an Area]] | | width=250 |1. [[PRCSCR Script Templates#Adding a placeable into an Area|Adding a placeable into an Area]] | ||
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== Adding a placeable into an Area == | == Adding a placeable into an Area == | ||
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'''M2DA Setup:''' | '''M2DA Setup:''' | ||
− | AreaListName must not be "any". Chose a specific one. | + | #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) | '''Script:''' (As taken from the Storage Chest mod a kind Bioware employee made :o) | ||
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} | } | ||
</dascript> | </dascript> | ||
+ | |||
+ | #Replace "tal_ip_storage_chest" in the 2nd line with the "Tag" of your own placeable. | ||
+ | #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. <small>(someone please confirm, my piece works except for rotation)</small> {{undocumented}} | ||
+ | |||
+ | Export the script, the placeable ,and start the game. When you arrive at the specific Area in game, the Placeable will be there. | ||
+ | |||
+ | == ... == |
Revision as of 13:59, 31 January 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.
Contents:
1. Adding a placeable into an Area | This Script serves to add a placeable of your choice into an Area of choice. |
2. ... | ... |
Adding a placeable into an 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.
- 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.