Hi All,
I'm figuring out how to use the Overland Map, and have just come to the realization that the OM is not actually connected to the Trade system. I suspect that the Trade system is conversation/script/variable driven.
I'm going to see if I can figure out what the designers did to use trade bars and keep track of stuff, but if anyone could direct me to a resource on how this can be used, I'd appreciate it.
(I'm trying to see if I can create a simplistic stock market simulation as part of a future module)
trading conversation
Débuté par
Games For Learning
, août 12 2010 10:04
#1
Posté 12 août 2010 - 10:04
#2
Posté 12 août 2010 - 10:33
I checked out the SOZ campaign file (which was kind of scary for me as a relative noob
), and I found that they have custom scripts that don't work outside of their module.
ShowMarketUI appears as part of their script but doesn't work in a different module. The whole script is pretty simple, so I know that stuff is missing and referenced through some sort of commands.
#include "kinc_trade" appears as one of the first lines of their script.
Perhaps if someone knows how to access the information that this command does, they would be willing to share that knowledge? I'm not sure if I'm reaching a point I'm not supposed to go beyond or not...
Also, I've forgotten the code for including scripts. I think there is something with square brackets and a slash, slash, backslash, escape... Oh no, that's the OJ thing
. If you could please remind me how to put in a code, then I'll post what SOZ used.
ShowMarketUI appears as part of their script but doesn't work in a different module. The whole script is pretty simple, so I know that stuff is missing and referenced through some sort of commands.
#include "kinc_trade" appears as one of the first lines of their script.
Perhaps if someone knows how to access the information that this command does, they would be willing to share that knowledge? I'm not sure if I'm reaching a point I'm not supposed to go beyond or not...
Also, I've forgotten the code for including scripts. I think there is something with square brackets and a slash, slash, backslash, escape... Oh no, that's the OJ thing
#3
Posté 12 août 2010 - 11:25
You already worte it once in your post above. At the very beginning of the script, before the void main() part, you write it as:
#include "name_of_include_script_here"
So they have #include "kinc_trade" - that might be a hidden one that you have to export out of the SoZ campaign folder (or perhaps out of the SoZ modules that have the OMs in them).
#include "name_of_include_script_here"
So they have #include "kinc_trade" - that might be a hidden one that you have to export out of the SoZ campaign folder (or perhaps out of the SoZ modules that have the OMs in them).
#4
Posté 12 août 2010 - 11:51
TKM,
So if I can find the module (or Campaign folder) that has the script kinc_trade, then I export it and import it into my module?
I think I can do that, but I'll let you know if I have problems.
(I thought that it would automatically be accessible, so I never thought to do this).
On a secondary note, is there a tutorial for creating and using this sort of OVERLORD script. I can't remember if it's part of your scripting for noobs document or not.
So if I can find the module (or Campaign folder) that has the script kinc_trade, then I export it and import it into my module?
I think I can do that, but I'll let you know if I have problems.
(I thought that it would automatically be accessible, so I never thought to do this).
On a secondary note, is there a tutorial for creating and using this sort of OVERLORD script. I can't remember if it's part of your scripting for noobs document or not.
#5
Posté 12 août 2010 - 12:03
NP, happy to help as always.
Yup, locate, export, import.
Not sure what you mean by an "OVERLORD script," could you give some more details that as to what you are looking to do? There is a section in my tutorial on creating/using #include scripts if that's what you meant.
Yup, locate, export, import.
Not sure what you mean by an "OVERLORD script," could you give some more details that as to what you are looking to do? There is a section in my tutorial on creating/using #include scripts if that's what you meant.
Modifié par _Knightmare_, 12 août 2010 - 12:05 .
#6
Posté 12 août 2010 - 01:23
By Overlord I did mean #include.
I'll check it out again.
I'll check it out again.
#7
Posté 12 août 2010 - 05:53
I found the scripts (there were actually 4 of them), but I believe that they are Campaign scripts and I can't seem to access them through the Toolset directly.
My (fairly easy) workaround was to open the script in Word then cut and paste into a new script in my module.
Now... to try and get it all working properly.
Thanks again.
My (fairly easy) workaround was to open the script in Word then cut and paste into a new script in my module.
Now... to try and get it all working properly.
Thanks again.
#8
Posté 12 août 2010 - 06:19
11 .2DA files, 4 massive scripts (over 1800 lines each!) and really not getting it.
I think I'll make my own version...
I think I'll make my own version...





Retour en haut






