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event overriding restrictions?


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#1
Andy Barzoon

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I'm trying to find a suitable event to fire a script upon combat starting. But I have no luck with EVENT_TYPE_GAMEMODE_CHANGE or EVENT_TYPE_COMBAT_INITIATED & EVENT_TYPE_COMBAT_END

Is any kind of restrictons on the events that a user can override with an engineevents.gda extention?
A floaty message I put in the script is never shown.

#2
Proleric

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See this thread.

According to that discussion, engineevents.gda needs to go in your addin's core override folder (unlike normal .gda files). The author gives a workaround for the compatibility issue that creates.

I'd guess that EVENT_TYPE_COMBAT_INITIATED is the one you want, but I'm no expert.

#3
Nattfodd

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In my personal tests there are many limitations in event override via engineevents.gda.

#4
Proleric

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If this turns out to be a gda limitation, could you consider intercepting the event in a creature script (with a pass-through to the core script, of course) ?

#5
TimelordDC

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engineevents does not work in many cases. If memory serves right, only 2 events from that entire gda work when overridden.

Your best bet is to have your own creature/player script and handle these events there.

#6
Nattfodd

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TimelordDC wrote...

engineevents does not work in many cases. If memory serves right, only 2 events from that entire gda work when overridden.
Your best bet is to have your own creature/player script and handle these events there.


Yes and overriding player script has many issues to handle.

#7
Andy Barzoon

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Thank you so much all, for your replies. The search engine on this site is rather lacking and wasn't able to find the thread linked here. Will try out the alternatives and see if I will have any luck.



For the record, what I'm trying to do is apply an effect on weapons (eg flaming) when combat starts and remove it when combat is over. I haven't come across anything like that so far, but maybe someone more knowledgeable than me has already implemented that (or know that is not possible).



On a side note, is event manager from anakin5 any different in handling event overriding? Haven't used that as of yet but I'm under the impression that is simply a more compatible way (which of course is pretty important on its own) than directly overriding an event.

#8
Proleric

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Andy Barzoon wrote...
For the record, what I'm trying to do is apply an effect on weapons (eg flaming) when combat starts and remove it when combat is over. I haven't come across anything like that so far, but maybe someone more knowledgeable than me has already implemented that (or know that is not possible).

The spell script for Flaming Weapons probably does much of what you want. It applies to the whole party. It can be buffed in advance. The caster incurs a mana penalty to sustain it. Those features can be changed, or you could just defer the VFX until combat starts.

The closest I got to a script to turn off Flaming Weapons was one that turns off sustained spells when the caster (or anyone) leaves the party - see wiki. It works for Flaming Weapons (amongst others). The routine could easily be adapted to turn off a specific spell.

So the main issue, as you rightly judged, is to find the best way to intercept the combat start and end events, and test their reliability.