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Old 03-31-2013, 02:09 PM   #19
Fair Strides 2
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Join Date: Jan 2012
Location: Oregon, United States
Posts: 495
Current Game: Master of Orion 2
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Quote:
Originally Posted by arsenalforever View Post
Okay so here are the final scripts:

1. gamspawn.nss:

Code:
void main()
{
        vector Spawn; 
        Spawn.x = -23.47745f;   
        Spawn.y = 80.85285f;   
        Spawn.z = 12.74702f;   
        float a = 0.99720;
CreateObject(OBJECT_TYPE_CREATURE, "g_gammorean01", Location(Spawn,a));
}
I got the precise coordinates with the help of the whereami armband. But I'm still unable to see the Gamorrean? All I did was placed the .ncs files of the above scripts in the override folder. What am I doing wrong?
Need to add an f to the end of float a.

I was waiting to explain this until youhad the scripts done. You need to use the erf editor to open the .mod file for your module from your modules folder(I'd back it up first). Then you need to extract the .ifo an open it with a gff editor and change the Mod_OnLoad field to the name of your custom script, minus the extension. Then you'll have to save the file and add it back to the .mod file. Now save said .mod file and then try it in-game.

If you have any questions, just ask.


Always remember modders: "Quality= Effort*Time"

Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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