![]() The screenshot above shows what the default scripts should be when this is all done.Now set the module's OnHeartbeat script to x3_mod_def_hb, to support the Mounted Combat feat.Set the module's OnClientEnter script to x3_mod_def_enter, to ensure that PCs have the Mount Actions feat.SetLocalInt ( GetModule ( ), "X3_MOUNTS_EXTERNAL_ONLY", TRUE ) Add this line to x3_mod_def_load, to exclude horses from indoor areas:.Set the module's OnModuleLoad script to x3_mod_def_load, to ensure that the mount animation looks right.Alternatively, here is a no-frills approach which will allow your module to support the new Summon Mount feat (and other horses, if you wish):.You can exclude horses from your existing module (see Existing modules - Overview).If you're only interested in Creature Scaling, you can jump to that section. ![]() If you want to get started without reading the rest of this Guide: It assumes a basic understanding of the Aurora toolset, NWScript and 2da files. In addition to the standard functions, it explains how to customize the system, and outlines the integration of custom creatures. This unofficial guide has been produced to help module builders to use the Horse system and creature scaling introduced in NWN 1.69. ![]()
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