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Missing module "name"


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6 réponses à ce sujet

#1
dannywiebe

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When I make an area, I put a waypoint, add objects and creatures and all that good stuff, and then save it. When I start up the game, I go to Other Campaigns, and it shows the area that I have created. When I click on the area I want to play, something pops up that says 'Missing module "nameofit"' and it won't play. What am I doing wrong? I'm new at this, so that probably doesn't help at all...

Modifié par dannywiebe, 06 avril 2010 - 04:33 .


#2
Sunjammer

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I'll ask the obvious question: you did give your module a name and a module ID? You did assign a starting area and starting location?

#3
dannywiebe

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Yes, yes, and yes. Before you ask anything else, I figured out the problem, I didn't export anything to the game. But I got it now, but this fix causes another problem:
When I test out the map I made, I am a default character, bald, and I die in one hit. This is probably a noob question, but how do I change who I play as in the area I made? I would like to actually be able to run around, kill things, etc.. So I would be able to test out everything I did.Posted Image

Oh, and I also start out with no armor or weapons, which doesn't help out at all.

Modifié par dannywiebe, 07 avril 2010 - 03:58 .


#4
Sunjammer

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You need a Character Generation script. But don't panic you can simply copy an paste one of the ones from the toolset wiki.

#5
dannywiebe

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Thank you so much! You're awesome!

I've taken a look at it, and I want to do the first one where you go through a basic character generation. I just don't know where to save it so I can access it from my module properties.

Nevermind, i think I figured out how to do it... You copy and paste to the script, right? I really should research more before I ask these kinds of questions.Posted Image

Modifié par dannywiebe, 07 avril 2010 - 04:24 .


#6
Sunjammer

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Create a new script (via the file menu or the right-click menu on any resource palette), give it a sensible name that will be unique to your module, copy the contents from the wiki in there, save/compile. Then open up you modules properties (File > Manage Modules) and find the script property (will currently say "module_core"). Click the ellipsis button in that field and select your new script. Go back to your new script and export it (without dependants) to force the module properties to update.

#7
dannywiebe

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Yes! I have gotten it! Thank you again for all your help.



Now all I have to do is mess around with plots and scripting quests.