Windurst Mission 7-1

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demolish
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Posts: 262
Joined: Thu Jul 26, 2012 7:12 am

Windurst Mission 7-1

Post by demolish » Mon Oct 14, 2013 10:40 am

Added Windurst Mission 7-1.
EDIT:
Tome cutscene could be triggered multiple times.
Updated the patch; just found out about npc:getID(). Rename was not needed >.>
Also changed a few other things around.
Attachments
Windurst_7-1(2).patch
(10.19 KiB) Downloaded 179 times
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

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demolish
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Posts: 262
Joined: Thu Jul 26, 2012 7:12 am

Re: Windurst Mission 7-1

Post by demolish » Tue Oct 22, 2013 2:49 pm

Updated main post.
Cutscene could be triggered multiple times.
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

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whasf
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Posts: 1312
Joined: Thu Jul 19, 2012 9:11 pm

Re: Windurst Mission 7-1

Post by whasf » Tue Oct 22, 2013 6:47 pm

Committed r4079
Thanks!
-- Whasf

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