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unrestricted level up?


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#1
PJ156

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I have had a frustrating bug.

A convo that should fire from a previous one using ga_start_convo did not fire during play test. this convo string has worked many times before in previous tests.

After much tearing of hair (what little I have) I came up with the answer that it only was a problem with mulitclass characters (again previous multi class test characters have not had the problem).

So my solution is this.

I have made the mod into a campaign since my previopus play tests thus the issue is with it being campaign not a fault of the convo?

I went into campaign settings and found allow unrestricted level up - I set this to true.

The convo now works okay for the multi and single class characters I have tested.

So my question is.

Have I really solved the problem? Do I need to set this setting to true to allow multiclassing? If so why would it be a convo that tripped or has it to do with the script ga_start _convo.

I don't want to have fudged this only to have it fail for players out in the field.

It is not the first convo that has gone to rat s**t since converting to campaign I have had two others that have fired the NPC node but not fired off the next PC node and have needed to be restarted in the toolset (not a total rewrite just a new convo, copy paste and rename - this has fixed this twice)

It is all a bit of a worry since these convos have worked may times before when play testing prior to associating the mod with a campaign.

PJ

#2
Lugaid of the Red Stripes

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I haven't worked in campaign mode, so I'm not really sure what's going on, but it seems your problem might stem from over-writing the default OEI scripts. When you overwrote them in your module, it saved those overwrites as module-specific scripts. In the campaign, with campaign-level conversations, it looks first for campaign-level scripts, which would be the old default OEI scripts, with your scripts still just associated with module-specific assets. So I guess you have to get all your old module scripts and re-save, re-compile, all of them as campaign scripts, and then load up all your conversations and re-add all the scripts back in.

#3
PJ156

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Lugaid of the Red Stripes wrote...

I haven't worked in campaign mode, so I'm not really sure what's going on, but it seems your problem might stem from over-writing the default OEI scripts. When you overwrote them in your module, it saved those overwrites as module-specific scripts. In the campaign, with campaign-level conversations, it looks first for campaign-level scripts, which would be the old default OEI scripts, with your scripts still just associated with module-specific assets. So I guess you have to get all your old module scripts and re-save, re-compile, all of them as campaign scripts, and then load up all your conversations and re-add all the scripts back in.


Oh is that all Image IPB.

I think I understand what you mean, though everything (conversations and scripts are still at module level) thus my limited grasp of what the effect of using a campaign folder does is being challenged.

For future reference is this what you are saying?


When I put ga_start_convo into that convo action slot that script became specific to the module since it calls for a module specific resource (convo 2).

When I put my mod in a campaign and ran it it overwrote my specific use of ga_Start_convo with the default script from the toolset which does not have convo 2 associated with it so the convo did not fire?

Thus I might expect this to happen on any default script I have used in a convo action slot which  calls on a module resource? If that is the case I would be better finding these by continuing to play knowing the problem may occur again and fixing it as it comes up

I have to say I live in a fog when it comes to these sorts of issues. I do not  see them clearly at all.

Thanks for the response LotRS,

PJ

Modifié par PJ156, 22 janvier 2011 - 07:56 .


#4
Lugaid of the Red Stripes

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Yeah, I think that's it. I haven't worked with campaigns, but bascially you got different script files with the same name, and the game is looking at the wrong one. The action scripts on your convo nodes might just be a string, but they might also be a pointer to a specific file (IIRC, if you rename the script, the changed will be automatically applied to the convos).

The solution could be as simple as opening and re-saving your conversations, or you might have to rebuild them script-by-script.

#5
Shaughn78

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PJ156,



If your modified ga_start_convo is a campaign script, it will be avialable in all modules. You can place it on an action tab for campaign conversations and any module conversations.



If you reference a module specific resource (a script, conversation, item etc) it will only work within that specific module. You can have a campaign conversation (or othe campaign iresource) associated with a module resource, but you must have a condition or check to prevent it from being avaliable in another module.

#6
PJ156

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Thanks for the replies.

What I am finding, and I think this falls in line with your posts, is that the script is called from a module convo and refers to a module resource but is not firing since I associated the mod with a campaign.

Where I have come across these hiccups I have created a new convo effectivly by copy pasting and resaving it. Then, thus far, it seems to have worked. I am not seeing any issues on custom scripts only on toolset scripts.

I am hoping to trawl these and fix them one by one, the list is quite short.

It is always a pain when somthing you don't understand fully starts to go wrong on you.

#7
Shaughn78

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Instead of copy and pasting the bad convos have you tried going into them and refreshing the specific action script?

#8
PJ156

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No but I will try it.

There is a big part of me that wishes I had thought of that Image IPB