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Gothic: Modding, Tutorials (Back to contents)
1) Model Tutorial
2) Script Tutorial
3) Level Tutorial
4) Spacer Tutorial

Page: << 1 2 3 4 5

SPACER TUTORIAL

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!

Page: << 1 2 3 4 5

 
 
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