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Drgnwlkr's Questions
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Re: Drgnwlkr's Questions
Thank you for the reply and I'll work with it. I'll look at some tutorials as well. I still have to fix the whole horse menu woes ...ugh!
The weather system I am using is real nice and does throw some 'variables' into combat. I have created 3-4 other climates, such as a cold, dry desert...extremely hot volcanic...mild temperature as well. I am thinking of creating an underwater temperature or 2, what do you guys think of that? In the system it can cause injury if out in the elements for too long plus it hinders movement and other abilities. I was thinking maybe freezing water and volcanic water that a PC could end up swimming into.
Again, thank you both for great insight!
The weather system I am using is real nice and does throw some 'variables' into combat. I have created 3-4 other climates, such as a cold, dry desert...extremely hot volcanic...mild temperature as well. I am thinking of creating an underwater temperature or 2, what do you guys think of that? In the system it can cause injury if out in the elements for too long plus it hinders movement and other abilities. I was thinking maybe freezing water and volcanic water that a PC could end up swimming into.
Again, thank you both for great insight!
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Well,
Not to pile on or anything, but...
If you ARE using the Tag-Based scripting option, you're still a bit
off. As LoW alluded to a few post ago, if
Item Tag = xs_gate_book_002
then the script NWN will look for to fire will be
Script Name = xs_gate_book_002
Now, there are some other issues, the ones that LoW indicated
for starters, that need to be addressed, but the tag-based issue
seems to be at the root of your problem.
This is line 35 of the 'wrm_mod_loader' script which is the
OnModuleLoad event for Arbor Falls:
SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);
Whatever script you are using for that event should contain a similar line,
and that is what defines whether you are using tag-based (true) or
modonactivate (false) with the item scripting.
Not to pile on or anything, but...
If you ARE using the Tag-Based scripting option, you're still a bit
off. As LoW alluded to a few post ago, if
Item Tag = xs_gate_book_002
then the script NWN will look for to fire will be
Script Name = xs_gate_book_002
Now, there are some other issues, the ones that LoW indicated
for starters, that need to be addressed, but the tag-based issue
seems to be at the root of your problem.
This is line 35 of the 'wrm_mod_loader' script which is the
OnModuleLoad event for Arbor Falls:
SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);
Whatever script you are using for that event should contain a similar line,
and that is what defines whether you are using tag-based (true) or
modonactivate (false) with the item scripting.
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Drgnwlkr's Questions
I'm afraid I may have not said something clearly. The book works perfectly like it should...the other OnActivate items work smoothly as well. It is just that when I activate the other items it calls the menu for the book to appear for the PC as well.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
I'm not meaning to sound like I am arguing because we all know you both are more wise at this than I am I added the lines...
if (GetTag(oItem) == "xs_gate_book_002"
ExecuteScript("xs_dlg_gate_003", OBJECT_SELF);
My reasoning for this was that if the item used was the book then it would fire the dialog script to run the menu for the PC. Another thing I've noticed is that the Player Statistics Book functions fine and does not bring up the other menu. It's ExecuteScript is below everything else in the mod_acti script. I moved another ExecuteScript below it to check a theory but when I try to compile I get an error - PARSING VARIABLE LIST - from the location iLoc = GetItemActivatedLocation(); line that Worm suggested to be written in...so the script won't save
if (GetTag(oItem) == "xs_gate_book_002"
ExecuteScript("xs_dlg_gate_003", OBJECT_SELF);
My reasoning for this was that if the item used was the book then it would fire the dialog script to run the menu for the PC. Another thing I've noticed is that the Player Statistics Book functions fine and does not bring up the other menu. It's ExecuteScript is below everything else in the mod_acti script. I moved another ExecuteScript below it to check a theory but when I try to compile I get an error - PARSING VARIABLE LIST - from the location iLoc = GetItemActivatedLocation(); line that Worm suggested to be written in...so the script won't save
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Right,
Don't worry, not thinking your being argumentative
I guess my point is tho, that if you ARE enabling Tag-Based scripting, the script for your book
doesn't really belong in the moduleonactivate event, it belongs in the script whose name is the
same as the tag of the book
With Tag Based Scripts:
When you activate the unique power of an item (for example 'xs_gate_book_002' = item tag)
the first thing the NWN engine does is look for a script named the same as the tag of
the item (in our example it would try to fire a script named 'xs_gate_book_02'). Failing that,
it runs through the modonactivate event script firing if it meets any of the conditions listed in
that script.
The reason why you other items are working, then pulling up the book dialog follows that logic as well,
for the reasons LoW pointed out (the missing if statement). You use the unique property, it
fires the tag-based script correctly, then moves along into the modonactivate event script
and fires the command without the 'if' statement afterwards.
So in that regard - if you take the portion of the script that deals with that book out of the
modonactivate script, and put it into its own script named 'xs_gate_book_02' (making sure
to remove that code from the modonactivate script), that solves that problem.
I would definitely suggest as LoW did, that you take a look around, the NWN Lexicon has
some good scripting tutorials and also good explanations and examples of typical functions,
but one of the most important things I've found, regarding the scripting stuff, is that the
organizational aspect is very important.
Hope that helps...
Don't worry, not thinking your being argumentative
I guess my point is tho, that if you ARE enabling Tag-Based scripting, the script for your book
doesn't really belong in the moduleonactivate event, it belongs in the script whose name is the
same as the tag of the book
With Tag Based Scripts:
When you activate the unique power of an item (for example 'xs_gate_book_002' = item tag)
the first thing the NWN engine does is look for a script named the same as the tag of
the item (in our example it would try to fire a script named 'xs_gate_book_02'). Failing that,
it runs through the modonactivate event script firing if it meets any of the conditions listed in
that script.
The reason why you other items are working, then pulling up the book dialog follows that logic as well,
for the reasons LoW pointed out (the missing if statement). You use the unique property, it
fires the tag-based script correctly, then moves along into the modonactivate event script
and fires the command without the 'if' statement afterwards.
So in that regard - if you take the portion of the script that deals with that book out of the
modonactivate script, and put it into its own script named 'xs_gate_book_02' (making sure
to remove that code from the modonactivate script), that solves that problem.
I would definitely suggest as LoW did, that you take a look around, the NWN Lexicon has
some good scripting tutorials and also good explanations and examples of typical functions,
but one of the most important things I've found, regarding the scripting stuff, is that the
organizational aspect is very important.
Hope that helps...
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Drgnwlkr's Questions
I think I understand. For that book to work just create its own script and I do not need any ExecuteScript coded into the mod_acti? After removing what I had added of LoW's the script still would not compile... for some reason the pstat book and cros would not compile correctly so now I've fallen back to a stripped down version of the mod_acti script that does compile and have to add things back in again...so th woes of building goes
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Drgnwlkr wrote:I think I understand. For that book to work just create its own script and I do not need any ExecuteScript coded into the mod_acti?
Yes, that should be the case, all other things being the same.
And like I said before use/look at the Bioware script 'x2_it_example'
for how to set up the script to use the events properly.
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Drgnwlkr's Questions
Although I am learning alot from the Lexicon and NWNScript Guide, I cannot figure out still why the Horse Menu is not working for the PC Radial. I am making other scripting events for the module though. In hopes of making the world to seem move alive. Thank you both for your guidance =)
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
I hope either or both of you guys can help me with this... I have looked the better part of today, trying to find a means to make a NPC 'levitate' just as DM Lord of Worms does in the Welcome area of Arbor Falls. The one main difference that I noticed is that his 'appearance' is plain Human. This appearance does not show for my module. Is there a script that must be called for such an ability? I know other PWs where the PC can gain the ability to 'levitate' and interact with the world they are in so I am kinda thinking it must be an effect but could very well be wrong.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Anyone have an idea why areas built from a specific hak will not open ingame yet can be accessed in the toolset and used to create more areas? I found Zwerkules' Medieval tileset and can make areas but cannot go to them ingame .
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
what do you mean by not open in game?
does the module load and just freeze at th eloading bar?
does the module crash to desktop before it loads?
does the module just go black and nothing happens.
if you add this hak to an *empty* module and try it does it work then?
does the module load and just freeze at th eloading bar?
does the module crash to desktop before it loads?
does the module just go black and nothing happens.
if you add this hak to an *empty* module and try it does it work then?
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Drgnwlkr's Questions
Oops, I'm sorry. The module loads fine. Just when I wanted to go to the area as DM (through Chooser) the 'load bar stopped about 3/4 of the way on loading the area. I checked the Demo mod that came with the hak and it was fine so I decided to move the hak 'up' on the Custom Content of the module. Now I can go to the first area created with the tileset but when I try to use Chooser to go to the second area created it again stops loading at 3/4 of the 'load bar'. I apologize for being vague =)
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Anyone know the proper settings to allow portforwarding on a dlink dir 601 router? I googled and set it how the portforwarding site said and the server shows on the list when I run NWN but it says it cannot find the server when I try to log onto it. Any help would be highly appreciated =)
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Drgnwlkr's Questions
Thanks Worm but that is what I've already done =)
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Thanks for trying to help. I chatted with an IT friend and he advised to go back to the linksys router we were using. With that re-installed, everything works like it should
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
I was wondering... if either of ya are interested and don't mind, I could get copies of the module events to ya so you could see where my issues are with them. I'm at a loss why I can create a PC fighter who gets Mount Actions at level 1 only to have the Feat gone when the PC logs onto the server. I am still looking around and trying to reason it out on my own but getting close to begging
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
yeah, just upload the MOD if possible to the upload site for arbor Falls.
http://arborfalls.dyndns-web.com/upload.php
I will take a look at it.
http://arborfalls.dyndns-web.com/upload.php
I will take a look at it.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Drgnwlkr's Questions
Not having taken a look at it -
Isn't the character creation for a PW done client-side, so
it would allow regular PC creation until you tried to log into
the server, and then fail (at least the radial) as is being described?
I mean its basically the same reason that one can't prohibit
feats/classes through scripting at creation, but can after level 1,
isn't it?
Isn't the character creation for a PW done client-side, so
it would allow regular PC creation until you tried to log into
the server, and then fail (at least the radial) as is being described?
I mean its basically the same reason that one can't prohibit
feats/classes through scripting at creation, but can after level 1,
isn't it?
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Drgnwlkr's Questions
Just uploaded. Thank you very much =) I had thought about maybe the Feat was restricted to say level 3 or 5 but after playing a new PC and getting it to lev 6, it still did not receive the chance to choose the Feat.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
Okay, I could use some help please =) I'm working with the Seasonal Forest tileset and trying to figure out how to get the Drawbridge to set in the area. I have tried both sides of the water cobble and elevated, then lowered then 1 side cobble the other side forest. Nothing has worked so far. Anyone have ideas?
Also, I noticed something about your 2 undersea haks... I am already using version 10 but just found out that version 11 has much more content for undersea building. I want to move to version 11 but I believe the scorched earth basic tilset is part of it. I am already using this 1 in a stand alone hak. So, do I remove ver 10, add ver 11 of the undersea and reinstall the stand alone scorched earth haks? I do have several areas built with the scorched earth and undersea ver10 tilsets. And 1 last qustion for now are there any plans to add more content to the scorched earth hak?
Also, I noticed something about your 2 undersea haks... I am already using version 10 but just found out that version 11 has much more content for undersea building. I want to move to version 11 but I believe the scorched earth basic tilset is part of it. I am already using this 1 in a stand alone hak. So, do I remove ver 10, add ver 11 of the undersea and reinstall the stand alone scorched earth haks? I do have several areas built with the scorched earth and undersea ver10 tilsets. And 1 last qustion for now are there any plans to add more content to the scorched earth hak?
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Drgnwlkr's Questions
I think no one has seen this last post =(
I also just realized how much content a builder loses out on if they do not take advantage of the CEP haks. Hell, they must hoard even the flag and banner appearances! I was starting a side project to work on hoping not to use the CEP but I cannot even use the NWN2 signs or other placeable content... this sucks.
I also just realized how much content a builder loses out on if they do not take advantage of the CEP haks. Hell, they must hoard even the flag and banner appearances! I was starting a side project to work on hoping not to use the CEP but I cannot even use the NWN2 signs or other placeable content... this sucks.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
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