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4. Creating a Script
So now we need the script. We leave the Spacer at this point and
fire up a text editor. (UltraEdit is recommended, but any will do.)
Write, or paste, this:
FUNC VOID EVT_MOD_01 () { Wld_InsertNpc (SCAVENGER,"WP_01"); };
This is the function EVT_MOD_01, which will introduce a Scavenger
at your first waypoint. Save the file in SCRIPTS/CONTENT/STORY/EVENTS
as EventMOD.d
5. Parsing the Script
The last step is to parse the script. This is the stage where the
script is compiled into a form the Gothic engine can read and stored
in Gothic.dat, the file where Gothic expects all its scripting to
live. In theory, this can be done with GothicStarter, the small
application used to start Gothic Mods.
However, in my experience, this is not reliable with the English
language version of the game. I use the Reparse option in the Spacer,
and I'd recommend you do the same. It's under the World menu as
Reparse Scriptfiles. You should do that now.
6. Testing
And now it's time to pull the damn lever. Start the Mod, and give
it a whirl.
Enjoy!
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