How exactly do i arrange my main module script with other scripts such as plot items and such. What i tried to do was start with my chargen script and then simply placed the plot item script after it. and in the beginning of the script i obviously added the #include. but i can't get it to work. I'm not exactly an expert on scripting... lol. I really need help with this, as i can't do anything important without knowing.
plus on a side note does anyone know how to make a codex and trigger it in game?
Arranging the main mod script?
Débuté par
Balmondt
, mars 21 2011 06:32
#1
Posté 21 mars 2011 - 06:32
#2
Posté 21 mars 2011 - 08:30
Not to scare you away but have you had a look in the wiki yet?
There are some tutorial that answer most of your questions.
There are some tutorial that answer most of your questions.
Modifié par Apolyon6k, 21 mars 2011 - 08:31 .
#3
Posté 21 mars 2011 - 09:35
well i haven't actually looked in the wiki for the codex thing but i searched alot for the main mod script and i didn't find a thing i needed...
#4
Posté 22 mars 2011 - 08:17
Here's an example of a module event script.
If you need to handle additional module events, add more cases.
This script is only for module events. Events that are passed to other objects go in a separate script for that object. So, for example, each plot will have a plot script.
Normally, as shown in the module example, core scripts are called after the custom script (if necessary). Plots are an exception : plot_core is a template that you can edit to include the logic for a particular plot.
There are lots of ways to place a codex in game. Perhaps the easiest is to use a placeable. Set the variable PLC_CODEX_PLOT to the codex plot name and PLC_CODEX_FLAG to the plot flag (which is normally 0). The codex happens automatically when the player examines the placeable.
If you need to handle additional module events, add more cases.
This script is only for module events. Events that are passed to other objects go in a separate script for that object. So, for example, each plot will have a plot script.
Normally, as shown in the module example, core scripts are called after the custom script (if necessary). Plots are an exception : plot_core is a template that you can edit to include the logic for a particular plot.
There are lots of ways to place a codex in game. Perhaps the easiest is to use a placeable. Set the variable PLC_CODEX_PLOT to the codex plot name and PLC_CODEX_FLAG to the plot flag (which is normally 0). The codex happens automatically when the player examines the placeable.





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