Creating Campaigns
#1
Posté 08 septembre 2010 - 06:16
When I look at the campaign the module is listed and associated with the campaign. I need to to run this in campaign mode to access the party editor from SOZ. How do you get the capmpaign to run with the module?
#2
Posté 08 septembre 2010 - 06:26
Also, your module area scripts might have to be moved to Campaign and renamed. Not too sure about all that. Tomorrow may be a brighter day for better answers.
dunniteowl
#3
Posté 08 septembre 2010 - 07:19
Directions to create a campaign and add your module to it:
1. Open the toolset.
2. Select Campaign Editor from the Plugins menu
3. In the CampaignEditor form click on Add Campaign... on the right side. This will
make "New Campaign" appear on the list on the left side.
4. Click on the "New Campaign" on the left side and the right side will display the
properties of the campaign. Edit them accordingly, setting at least display name,
name, and StartingModule (which is the name of your module file WITHOUT the
.mod suffix).
5. Click "Save Campaign" to save the campaign.
6. Close the CampaignEditor form.
7. Open your module you want to add to the campaign.
8. Select Campaign Editor from the Plugins menu
9. Select your campaign from the list on the left.
10. Click the "Set Module to use Selected Campaign" button.
11. Answer the warning dialog.
12. Under Campaign modules type in the filename of your module (INCLUDING the
.mod suffix) and click the Add button.
13. Click the Save Campaign button
14. Close the Campaign Editor
15. Save your module.
16. Reopen your module.
17. Select Campaign Editor from the Plugins menu
18. Select your campaign from the list on the left.
19. Your module should be listed on the right. If not then something didn't work. You
might need to use "Set Module to use Selected Campaign" again.
20. Breathe sigh of relief.
****
Save Campaign only when you touch the campaign editor plugin.
Configure module to use campaign.
Save campaign
Save module
Restart toolset.
Save module is enought. Except if you touch campaign parameter inside Campaign editor plugin.
It should be noted that I didnt write this - but I dont remember who did - so I hope it helps... :innocent:
Modifié par Morbane, 08 septembre 2010 - 07:26 .
#4
Posté 08 septembre 2010 - 07:33
#5
Posté 08 septembre 2010 - 07:35
I was wondering about that - because it should be possible to add a mod saved in directory format - no?Shallina wrote...
You don't need the mod suffix.
#6
Posté 08 septembre 2010 - 08:27
Yu don't need the suffix, actually I'am not sure that it is working if you put itt
#7
Posté 08 septembre 2010 - 11:50
===========================================================
Here's a slightly streamlined version of the step-by-step above (it has some unneeded steps in there), plus a bit of added info. Mostly quoted from above:
1. Open the toolset.
2. Open your module you want to add to the campaign.
3. Select Campaign Editor from the Plugins menu
4. In the CampaignEditor form click on Add Campaign... on the right side. This will make "New Campaign" appear on the list on the left side.
5. Click on the "New Campaign" on the left side and the right side will display the properties of the campaign.
Edit them accordingly, setting at least display name, name, and StartingModule (which is the name of your module file WITHOUT the .mod suffix). The Starting Module can be in either .mod or Directory format.
10. Click the "Set Module to use Selected Campaign" button.
11. Answer the warning dialog.
12. Under the "Campaign Modules" section (towards bottom), choose the "Add Files" button (if module saved in .mod format) or "Add Folder" button (if module saved as a Directory). Navigate to your module and select it. The name of your module should get listed below these buttons.
13. Click the "Save Campaign" button
14. Close the Campaign Editor
15. Save your module.
16. Reopen your module. You need to save and reopen your module when you first add it to the campaign. This is so that the campaign assets become assigned to the module. You only need to update it like this once. In the future, campaign assets will become immediately available when created throughout all assigned modules within the campaign.
The rest of the following is just a check to see if things are still listed right, not necessary to do.
17. Select Campaign Editor from the Plugins menu
18. Select your campaign from the list on the left.
19. Your module should be listed on the right. If not then something didn't work. You might need to use "Set Module to use Selected Campaign" again.
20. Breathe sigh of relief.
****
Save Campaign only when you touch the campaign editor plugin.
You can add files to the campaign (blueprints/scipts/etc.) and not need to save the campaign, it's only when you edit the campaign's properties through the plug-in that you need to save it.
Morbane wrote...
M.Rieder - is it the same for both .mod and directory mods? I like the sense of security I get from having all my files saved independently and the ease of adding other files as well. Otherwise I will wait until I am done with the Tomb of Horrors then campaign-ify the .mod and put the final touches on it then.
So yes, you can use a campaign and build in either .mod or Directory format. However, when you go to turn your Directory into a .mod (for distribution or whatever), you will need to reassign those .mod files to the Campaign and remove the Directories.
#8
Posté 08 septembre 2010 - 01:31
#9
Posté 08 septembre 2010 - 03:51
#10
Posté 08 septembre 2010 - 04:15
I made .mod so I could upload a finished version. And after when I worked on the directory no change were showing. took me a while to understand load by default the .mod and let the directory alone if both are present in the module folder.
#11
Posté 09 septembre 2010 - 11:00
Morbane wrote...
I was wondering about that - because it should be possible to add a mod saved in directory format - no?Shallina wrote...
You don't need the mod suffix.
You can add a module in the .mod format or the folder format. I have done it successfully both ways.
#12
Posté 12 septembre 2010 - 07:44
Morbane wrote...
It should be noted that I didnt write this - but I dont remember who did - so I hope it helps... :innocent:
Ah, cruel, cruel world, to be so quickly forgotten.
Regards
#13
Posté 13 septembre 2010 - 03:56
Kaldor Silverwand wrote...
Morbane wrote...
It should be noted that I didnt write this - but I dont remember who did - so I hope it helps... :innocent:
Ah, cruel, cruel world, to be so quickly forgotten.
Regards
Ah! ok - proper credit will be given on future re-use
Thanks Kaldor.
#14
Posté 04 janvier 2011 - 04:47
#15
Posté 04 janvier 2011 - 02:28
#16
Posté 04 janvier 2011 - 07:44
NWN DM wrote...
So, to resurrect an old thread with a continuing question: this will allow me to make it possible for the SoZ party creation screen to be made available in a MP game?
In the toolset How To thread and also in this thread I posted instructions on how to convert an existing module to a campaign. After that, to allow access to the party editor you still need a couple of scripts and modifications to the playermenu.
On the vault I have an item, the Deck of Trumps, that will open the party editor. I also have posted the SoZ and MoW player menus edited to include a party editor menu selection. The OC Makeover SoZ Edition includes a modified version of the OC playermenu to include the party editor menu option.
Regards
#17
Posté 07 janvier 2011 - 09:05
Will this also enable the "calendar" in the bottom left corner which shows date, time, time of day, etc...?
#18
Posté 07 janvier 2011 - 09:40
NWN DM wrote...
Will this also enable the "calendar" in the bottom left corner which shows date, time, time of day, etc...?
No. To get the clock to work you need to update a few of the module scripts.
In the module load script you should set the CAMPAIGN_SWITCH_ONLY_SHOW_TIME global int to either TRUE - to show only the date - or FALSE - to show the time. The line normally looks like this:
SetGlobalInt( CAMPAIGN_SWITCH_ONLY_SHOW_TIME, TRUE );
In the module PC load script you need to add the ginc_time include file and issue the command:SetClockOnForPlayer(oPC, TRUE);
And in the module heartbeat script you need to add the ginc_time inclusion file and the command:
UpdateClockForAllPlayers();
I suggest you look at the scripts in my Kings Festival campaign.
Regards
#19
Posté 11 janvier 2011 - 11:46
1. What files can I place in the campaign folder instead of a hak?
2. What is the advantage of a campaign folder over a hak?
3. If I modify a 2da, is it sufficient to put it, and associated additinal files, into the campaign folder instead of my hak.
4. What is the difference between a conversation file in the campaign folder and one which resides with in the module.
5. What is the difference between a global and local integer with respect to a campaign made up of several module files.
6. How do I jump from module to module within a campaign.
I know the answer to some of these but I am not confident my answers are correct enough to tell some one else how to do it. It would be good to have experienced answers as I shall explain below.
Any other thoughts or tips on how the folder can be used and it's advantages over modules could also be added below (Or questions for those who need information on this).
Once the talking is over I will go through the thread, put out all salient info, arrange it in some form of order and then post it in the how to for dummies thread. then this one can be unstickied and allowed to fade into the gloom:)
Does that seem a sensible plan.
PJ
Modifié par PJ156, 11 janvier 2011 - 11:47 .
#20
Posté 11 janvier 2011 - 03:08
dno
#21
Posté 11 janvier 2011 - 03:27
Hak are linked to a single module and can be specific to a module and diferent for an other.
A campaign link several module into a game.
#22
Posté 12 janvier 2011 - 12:19
Campaign scripts and conversations are easily editable in the toolset. Im not sure where hak resources show up.
Global variables are saved across modules and are available from within any module. Local variables, unless attached to the PCs, are saved with the objects in a module and cannot be accessed from another module.
There are several scripts for loading areas in new modules. They are an undocumented mess. So I use my own.
Regards
Modifié par Kaldor Silverwand, 12 janvier 2011 - 06:53 .
#23
Posté 12 janvier 2011 - 01:20
#24
Posté 12 janvier 2011 - 11:08
Say my custom ambient sounds. Ca i put those into the folder along with the modified 2da or do these need to be in a hak?
PJ
#25
Posté 13 janvier 2011 - 12:21
I haven't created my own sounds, so I do not know about those. I do know that visual effects can be in the campaign folder. As far as I know areas and modules are the only things that do not work in the campaign folder. I have no authoritative documentation to back that up though, only my experience.
Regards
Modifié par Kaldor Silverwand, 13 janvier 2011 - 12:21 .





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