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[Help] Core Game Resources


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#1
dan_upright

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I've made a mod containing nothing but a custom event script attached to the module itself - it receives events and works perfectly if I set the module as extending a specific campaign (such as single player or my monster spawning map) but if I change it to extend core resources it just stops working entirely.

I'm remembering to change the heirarchy options when I change what it extends, so it's not that. Anyone got any suggestions?

#2
AND04

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Did you set up the events M2DA properly?

#3
dan_upright

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I'm not using an m2da for events, I'm only catching events that get sent to module_core (or in this case, my custom script) by default.

#4
eiham

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I believe the problem is "Core Game Resources" isn't treated like a module for the purpose of events (or anything else for that matter. It's more of a repository of stuff modules can use). In that since you are extending it, your module doesn't get included in the event calls. I'm just pulling that out of my butt though.

#5
PavelNovotny

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Core game resources isn't a campaign, it's resources - you have to extend Single Player if you want to extend the Main Campaign that ships with the game.

#6
dan_upright

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PavelNovotny wrote...

Core game resources isn't a campaign, it's resources - you have to extend Single Player if you want to extend the Main Campaign that ships with the game.

I'm not trying to extend single player, I'm trying to get some script changes to work no matter what campaign you're playing.

And I'm not having much luck with it - I've switched to using event m2das and when that didn't work, I took something that I knew to work (a small mod to show items that have been picked up) and changed it to extend core game resources - that stopped working.

So if you can't add any kind of event handling off core resources, does that mean you couldn't make say, a rules mod, or a new class without tying it to a specific campaign? Or (and this seems more likely) am I just doing something wrong?