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Party Camp script help


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#1
dragonagefun123

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I want to create a 'party camp' scenerio where players enter an area, and their entire party will be broken up to predesignated waypoints - just like Arl Eamon's estate before Landsmeet... or the actual outdoor party camp itself. 

Can anyone point me in the right direction or even provide a script?  I have searched all over, and most 'party camp' related topics are requests about inserting a merchant into party camp, adding a storage chest, disappearing npcs due to bugs, etc...

I REALLY appreciate it in advance.

#2
CID-78

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you need to script it, I can only assume your not good at that otherwise you would already broken down the problem and got it done.



*hide/remove your party members when entering area

*update clones with right equiptment



is how it usually done. you can of course use the same NPC but there is more things that can go wrong that way. and you need to toggle AI and other things.

#3
dragonagefun123

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cid-78,



Again, thanks for replying. i do not know how to write computer language unfortunately.



The first problem is removing party members upon entering the area. Unsure how to execute this issue. Actually, this is probably the biggest problem. Any help with a script? Or a pointer in the right direction for a script so I can slowly read and digest the script over a few hours =P



With clones, I can only assume it's somehow set as Henchman 1, Henchman 2, Henchman 3 etc... just like cutscenes?

#4
CID-78

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well dig in the OC and see what you find. start by checking the camp areas script events.

#5
FollowTheGourd

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The script you probably want to look at is under Scripts -> Party Camps -> cam00ar_all_camps. I got that by first looking at the area script set for the party camp, but it's not that deeply hidden either.

If none of it makes any sense to you, then you might look for C language tutorials to learn the basics, since the Dragon Age scripting language is pretty familiar-looking to anybody who knows C (you can ignore stuff on so-called pointers in C, or probably anything more advanced really).

There are these wiki entries, too:
http://social.biowar...ipting_tutorial
http://social.biowar...ipting_overview

The scripts also support so-called arrays which the NWN scripting language never did as far as I recall - if you look to tutorials on those at all - but personally I wouldn't bother reading anything on C++, since it's probably more likely to confuse you more if you're not familiar with programming and your main goal is to script for Dragon Age.

Modifié par FollowTheGourd, 08 juin 2010 - 03:13 .