I am using the script ga_roster_despawn called from a convo on the action script.
I seem to crash the game to desktop whenever it fires.
Has any one come across this before. I usd it in my last mod and it tested/played okay there.
Cheers,
PJ
ga_roster_despawn issues
Débuté par
PJ156
, janv. 28 2011 06:40
#1
Posté 28 janvier 2011 - 06:40
#2
Posté 28 janvier 2011 - 10:19
I have spent the last few hours trying to work round this and I can't do it.
I have created a custonm script to depsawn the party member, I have renamed the stock script and I have tried running the script from the campaign folder.
Any script I run using DespawnRosterMember in any shape or form that I have tried instantly crashes the game to the desktop.
I have a workaround planned at the moment using RemoveRosterMemberFromParty but that does not save the state of the character as they leave. So I am going to have to dump thier gear first, remove them then respawn them at thier waiting spot. I can match exp when they rejoin. But its all a faff as it is beyond my scrpting knowledge right now to dump the kit anywhere the Pc may want since it needs a waypoint to dump to. Thus I am limited to only allowing the PC to lose a party member in a location of my choice.
What i would really like to do is despawn roster member
If anyone has any thoughts I would be gratefull for them.
PJ
I have created a custonm script to depsawn the party member, I have renamed the stock script and I have tried running the script from the campaign folder.
Any script I run using DespawnRosterMember in any shape or form that I have tried instantly crashes the game to the desktop.
I have a workaround planned at the moment using RemoveRosterMemberFromParty but that does not save the state of the character as they leave. So I am going to have to dump thier gear first, remove them then respawn them at thier waiting spot. I can match exp when they rejoin. But its all a faff as it is beyond my scrpting knowledge right now to dump the kit anywhere the Pc may want since it needs a waypoint to dump to. Thus I am limited to only allowing the PC to lose a party member in a location of my choice.
What i would really like to do is despawn roster member
If anyone has any thoughts I would be gratefull for them.
PJ
#3
Posté 29 janvier 2011 - 07:03
you need to remove the roster member from party before despawning him, I think.
to save the caracter in the states they are you need to set them as campaign NPC, it will be automatic.
ga_move_exit will despawn roster member correctly.
to save the caracter in the states they are you need to set them as campaign NPC, it will be automatic.
ga_move_exit will despawn roster member correctly.
Modifié par Shallina, 29 janvier 2011 - 07:27 .
#4
Posté 29 janvier 2011 - 08:01
I use this script:
I don't have any experience with campaign NPC's even though I use campaigns. My NPC' s are spawned from campaign blueprints. I haven't seen any issues with them traversing modules within a campaign. See my King's Festival campaign for functioning examples.
Regards
// bb_roster_party_remove
// author: Dick Loraine
// date: April 16, 2007
// instigator: Brendan Bellina
// info: see http://nwn2forums.bioware.com/forums/viewtopic.html?topic=559412&forum=114
// Used to eject a companion from the party and respawn
// the companion in place. The respawn is needed to force
// the inventory of the character to be saved, otherwise
// when you add the person back into the party any
// unequipped items will be gone.
#include "ginc_param_const"
void main(string sRosterName, string sTarget)
{
object oTarget = GetTarget(sTarget, TARGET_PC);
object oCompanion = GetObjectFromRosterName(sRosterName);
location lTarget = GetLocation(oCompanion);
RemoveRosterMemberFromParty(sRosterName, oTarget);
SpawnRosterMember(sRosterName, lTarget);
}
I don't have any experience with campaign NPC's even though I use campaigns. My NPC' s are spawned from campaign blueprints. I haven't seen any issues with them traversing modules within a campaign. See my King's Festival campaign for functioning examples.
Regards
Modifié par Kaldor Silverwand, 29 janvier 2011 - 08:02 .
#5
Posté 29 janvier 2011 - 08:35
Thanks for the replies guys,
I will try your Script Kaldor and see if that imporves things. I had not thought to use ga force exit.
The blueprints are module blueprints. I did not see the need to make them campaign bluepringts at this stage as they are only needed within this module. Should I make them campaign?
I don't understand how this should matter.
Thanks again,
PJ
I will try your Script Kaldor and see if that imporves things. I had not thought to use ga force exit.
The blueprints are module blueprints. I did not see the need to make them campaign bluepringts at this stage as they are only needed within this module. Should I make them campaign?
I don't understand how this should matter.
Thanks again,
PJ
#6
Posté 29 janvier 2011 - 08:48
the roster is something that belong to the campaign.
#7
Posté 29 janvier 2011 - 10:50
Shallina wrote...
the roster is something that belong to the campaign.
I understand, thank you.
So ga_roster_add will automatically make the NPC a campaign resource if you are using a campagn structure.
PJ
#8
Guest_Chaos Wielder_*
Posté 30 janvier 2011 - 12:36
Guest_Chaos Wielder_*
Yes, make them campaign. Any character that is going to be moving between modules needs to be a campaign NPC.





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