Character Generation
#1
Posté 02 juin 2010 - 06:46
The script i have right now is really weird. When i first enter my module, character creation comes up, but the models on the left are completely black, and never change. Its always the default "Jaden" character who has no class and such, even if i set it to female dwarf rogue or something like that. It doesn't change, and is all messed up.
Here is the script (i dunno if there is some special way to put it in the forum....)
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
string sDebug;
object oPC = GetHero();
object oParty = GetParty(oPC);
int nEventHandled = FALSE;
switch (nEventType)
{
case EVENT_TYPE_MODULE_START:
{
PreloadCharGen();
StartCharGen(GetHero(),0);
}
}
}
So what is going wrong here?
#2
Posté 02 juin 2010 - 07:23
#3
Posté 02 juin 2010 - 07:29
what?
#4
Posté 02 juin 2010 - 08:48
the wiki contains the script you need for this, it also contain a few alternatives.
this setup makes the chargen very flexible even if it still has a few limitations.
your problem is that you don't have any event code that handle the button click which obviously mean nothing happens when you press the buttons.
#5
Posté 02 juin 2010 - 08:58
#include "events_h"
#include "global_objects_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev); //extract event type from current event
int nEventHandled = FALSE; //keep track of whether the event has been handled
switch(nEventType)
{
case EVENT_TYPE_MODULE_START:
{
PreloadCharGen(); //preloads resources needed for character generation
StartCharGen(GetHero(),0); //initiates character generation
break;
}
}
if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
{
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}
Is there still a problem?
i should probably also note that if i start a new game in the normal DA:O campaign, the character creation looks fine and works fine. So i don't know if its still a script problem, or a game / models / video problem...
Modifié par rafterman23, 02 juin 2010 - 09:06 .
#6
Posté 02 juin 2010 - 10:18
#7
Posté 03 juin 2010 - 05:27
you can modify the background this way. not sure if you can jump around the character during chargen to change background but in theory it should be possible.
#8
Posté 03 juin 2010 - 12:43
CID-78 wrote...
that's because you start the chargen before the chargen area has been loaded. in The OC you got a area that contain both the chargen and the party selection. and if the game hasn't had time to load that area you will have a dark window where you barely can see the character.
you can modify the background this way. not sure if you can jump around the character during chargen to change background but in theory it should be possible.
Where is the solution here? i can modify the background in what way? i don't see an answer.
#9
Posté 03 juin 2010 - 12:58
#10
Posté 03 juin 2010 - 01:19
I'm still using the wiki's default chargen script here by the way.
#include "events_h"
#include "global_objects_h"
void main()
{
// keep track of whether the event has been handled
int nEventHandled = FALSE;
event ev = GetCurrentEvent();
switch(GetEventType(ev))
{
case EVENT_TYPE_MODULE_START:
{
// preloads resources needed for character generation
PreloadCharGen();
// initiates character generation
StartCharGen(GetHero(),0);
break;
}
}
// if this event wasn't handled by this script fall through to the core script
if(!nEventHandled)
{
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}
Modifié par rafterman23, 03 juin 2010 - 01:52 .
#11
Posté 03 juin 2010 - 02:30
what the chargen does is goes from there to what the user wants it to be. you don't need the chargen, you can used a fixed character or another mean of "building" a character.
Loading the first area is done by putting the start loaction in it.
#12
Posté 04 juin 2010 - 07:21
Presumably the module is standalone, and not an extension to the OC?
I wonder whether there's conflict with something else (though since the OC is working, we can probably rule out mod incompatibility).
Maybe try clearing out the packages override folder anyway, for good order.
Try making a module which consists of nothing except the character generation script and an area with a start waypoint, ensuring that the area has been exported (by checking the contents of the add-in module override folder).
If that works, something else in your module is conflicting with character generation.
#13
Posté 04 juin 2010 - 11:18
#14
Posté 04 juin 2010 - 01:13
#15
Posté 05 juin 2010 - 06:21
#16
Posté 05 juin 2010 - 01:01
#17
Posté 05 juin 2010 - 03:21
Proleric1 wrote...
Worth checking that the module properties Content Module and Extended Module are both (None). @CID-78 : what was the fix for the character creator issue?
reinstallation of both game and toolset. if you can call that a fix.





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