I can't get anything to fire off of the command complete event. For example, I set a creature (or party member) to have this script:
void main()
{
event ev = GetCurrentEvent();
int type = GetEventType(ev);
switch (type)
{
case EVENT_TYPE_COMMAND_COMPLETE:
{
PrintToLog("COMMAND COMPLETED HERE");
break;
}
}
HandleEvent(ev,R"player_core.ncs");
}
but the print to log never happens. This event is used to handle several things in rules_core, but I can't get it to do anything. What gives?
Command Complete event
Débuté par
FergusM
, nov. 24 2010 09:33
#1
Posté 24 novembre 2010 - 09:33
#2
Posté 24 novembre 2010 - 10:30
I found the following quote from Craig in an older thread...
It might help you.
A few quick notes:
EVENT_TYPE_COMMAND_COMPLETE and EVENT_TYPE_COMMAND_PENDING are routed to rules_core.nss in events.xls.
To work with the queue outside of combat use EVENT_TYPE_CUSTOM_COMMAND_COMPLETE in your creature script. Use EVENT_TYPE_HANDLE_CUSTOM_AI inside of combat and set local variable AI_CUSTOM_AI_ACTIVE to a positive number in either case.
It might help you.
Modifié par _L_o_B_o_, 24 novembre 2010 - 10:31 .
#3
Posté 24 novembre 2010 - 09:07
Very helpful. I think I'll probably just edit the events 2DA to send it to the creature script.
Stupid misleading ASCII diagram in rules_core.
Stupid misleading ASCII diagram in rules_core.
Modifié par FergusM, 24 novembre 2010 - 09:07 .





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