I have 4 modules in my campaign. I am in final testing of the 4th and for some reason the tester tool kit items no longer work: you click your target and no dialogue or GUI opens and they have campaign scripts so what the hell?
I just reassociated the module with the campaign its all in order from what I can see. Anyone at all have an idea? Doubtful but I have to ask.
Scripts dont work in certain module
Débuté par
Eguintir Eligard
, juil. 23 2010 10:36
#1
Posté 23 juillet 2010 - 10:36
#2
Posté 23 juillet 2010 - 10:50
PS I do get a message that the script has fired but not the gui.
As for the other item i did myself it should only open a conversation. it does nothing. Theres nothing there but a GetItemActivator() and a begnconveersation. The conversations and GUI just refuse to execute.
As for the other item i did myself it should only open a conversation. it does nothing. Theres nothing there but a GetItemActivator() and a begnconveersation. The conversations and GUI just refuse to execute.
#3
Posté 24 juillet 2010 - 01:39
Try copying the conversation to the module and see if it works then. If so then that would prove that the campaign resources are not accessible from the module. So maybe relinking the module to the campaign would solve the problem.
Regards
Regards
#4
Posté 24 juillet 2010 - 03:46
Does it have the same Module Properties scripts as the other 3 modules?
#5
Posté 24 juillet 2010 - 11:11
ya. But why would the script Execute but just not the GUI .
its like the conversation./gui is disabled, but the scripts are ok
its like the conversation./gui is disabled, but the scripts are ok
#6
Posté 24 juillet 2010 - 11:36
Is this a custom GUI and does the last mod have all the HAKs associated with it?
#7
Posté 24 juillet 2010 - 12:11
It sounds like the player object for the GUI is being lost somewhere. Remember that only the main player can open a GUI and so if the object that is firing the script is not the main PC, then the GUI will not open. I have had something similar to this before when using the ExecuteScript function and I ended up having to store the main PC as an object on a local variable and retrieve it to use to open the GUI in the offending script.
Test that the object opening the GUI is the main PC using debug feedback.
Or, you may have missed something in testing.
Let me know how you get on.
Lance.
Test that the object opening the GUI is the main PC using debug feedback.
Or, you may have missed something in testing.
Let me know how you get on.
Lance.
#8
Posté 24 juillet 2010 - 06:41
This is onto the line of thinking I have.
My code for my own testkit is literally an assign command of begin conversation with GetFirstPC, and no one is in the party but the PC at that point.!!
My code for my own testkit is literally an assign command of begin conversation with GetFirstPC, and no one is in the party but the PC at that point.!!
#9
Posté 25 juillet 2010 - 12:36
PCs can screw things up timing wise. Scripts tend to go off before PCs are officially there. Especially OnEnter and OnEnterClient events. Try delaying the command for 5 seconds. See if it goes off then.
#10
Posté 27 juillet 2010 - 02:36
I redid the assiociation a second time, but this time i removed the modules first and re added them to make it all work.





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