Hi there dudes!
I've read the basic faq that comes with the toolset and started to build my first mod but already found some trouble. I've zaped through the forum and couldn't found msgs related to my doubts, so here they come:
1º Can I make an NPC move around? Can I stablish the route he will move through? How? (the npc is not a henchman... is just an ordinary NPC, for example, a cat).
2º Can I modify a trap so it does a specified amount of damage instead of a dice variable one? Like, instead of inflicting 3d6 of damage it always inflicts 10 points of hp damage.
3º I'm having trouble to use the ga_death script. I'm trying to creat a trap tha, when trigered, automatically kills an NPC that is somewhere else in the enviroment (in this case, a cat that is just ahead). I've change the cats tag to "deadcat" and I tried to substitute the phrase + sTagString + at the script for the tag of the cat (deadcat)... but each time I try to save and compile I got either one or the other of these two messages:
1º ERROR: UNKNOWN STATE IN COMPILER
OR
2º ERROR: VARIABLE DEFINED WITHOUT A TYPE
anyone can help me?
thx!
Newbie doubts
Débuté par
el sombrero
, avril 11 2011 07:47
#1
Posté 11 avril 2011 - 07:47
#2
Posté 11 avril 2011 - 09:43
#3
Posté 11 avril 2011 - 11:03
Here are a bunch more tutorials: Stickies
for scripting this is also a helpful site lexicon
1. The easiest way to do this is to use Walkpoints
2. You will need to create a custom script for this. I would suggest you look at the projectile traps as they are script based traps. The other traps, fire, electrical, frost etc are controlled by 2das.
3. The script you are using will not work there. The global scripts all have a g prefix that tells you what they will do. You will need to create you own script.
some common scripts:
ga_ conversation action
gc_ conversation condition
gp_ placeable script
gtr_ trigger script
for scripting this is also a helpful site lexicon
1. The easiest way to do this is to use Walkpoints
2. You will need to create a custom script for this. I would suggest you look at the projectile traps as they are script based traps. The other traps, fire, electrical, frost etc are controlled by 2das.
3. The script you are using will not work there. The global scripts all have a g prefix that tells you what they will do. You will need to create you own script.
some common scripts:
ga_ conversation action
gc_ conversation condition
gp_ placeable script
gtr_ trigger script
Modifié par Shaughn78, 11 avril 2011 - 11:04 .
#4
Posté 12 avril 2011 - 03:12
Welcome aboard! Best of luck! The above tutorials will get you going. Looking forward to seeing your module!
#5
Posté 12 avril 2011 - 06:44
Hello el_sombrero,
Welcome to modding I hope the tutorials do it for you. I would also add that there is more than one way to kill a cat (apologies to any cat lovers out there). Try thinking about using a generic trigger then run a VFX animation on the cat from that and then the dead cat behind that (hells you can even blow the cat up).
Down load Lilac Souls tool if you are new to scripting that will guide you on some of the structure and function of script (it will write this one for you).
I might also add, while not wishing to sound like anyones dad, that you are best off taking baby steps into the toolset. I made sheep and stone first which has no custom scripting except for a set of prefab scripts off the vault. It's just over three hours long and not the best mod on the vault by any means but i nearly stopped several times in that 6 month journey.
Nuff said, hope to play your module when it's complete.
PJ
Welcome to modding I hope the tutorials do it for you. I would also add that there is more than one way to kill a cat (apologies to any cat lovers out there). Try thinking about using a generic trigger then run a VFX animation on the cat from that and then the dead cat behind that (hells you can even blow the cat up).
Down load Lilac Souls tool if you are new to scripting that will guide you on some of the structure and function of script (it will write this one for you).
I might also add, while not wishing to sound like anyones dad, that you are best off taking baby steps into the toolset. I made sheep and stone first which has no custom scripting except for a set of prefab scripts off the vault. It's just over three hours long and not the best mod on the vault by any means but i nearly stopped several times in that 6 month journey.
Nuff said, hope to play your module when it's complete.
PJ
Modifié par PJ156, 12 avril 2011 - 06:49 .
#6
Posté 12 avril 2011 - 04:16
... thanks dad.
#7
Posté 12 avril 2011 - 05:18
My Silverwand Sample Campaign was written primarily to demonstrate fairly simple techniques to accomplish commonly needed capabilities in a campaign. I was hoping that it would help new modders by providing some functioning examples. You may find it worth looking at. It is also a fun little adventure.
Regards
Regards
#8
Posté 12 avril 2011 - 10:07
Hi again fellows,
Thank you all for the warm welcome!
To prove that I'm a real newbie, I used a 10minutemail addres to create the former account and forgot to write down the old email (hey, everywhere they just ask for your login and password... what is up with asking for email?). So here I'm again, with my new account.
The tutorials you suggested seems to be a real good start point. One tool that has been particularly usefull is Lilac Souls tool ... with it I've been able to create my fixed damage trap... (I used the space delimitation of the triger/trap function of the engine but erased the "trap type" parameter and then added a script to deal a fixed amount of damage created with Lilac soul). I just miss the sound of something happening when the player enters the trap.
I've tried to add the "PlaySound" command to the script, but I don't know which sound file to refer it to. Where can I find the sound library included in the engine?
Cheers!
Thank you all for the warm welcome!
To prove that I'm a real newbie, I used a 10minutemail addres to create the former account and forgot to write down the old email (hey, everywhere they just ask for your login and password... what is up with asking for email?). So here I'm again, with my new account.
The tutorials you suggested seems to be a real good start point. One tool that has been particularly usefull is Lilac Souls tool ... with it I've been able to create my fixed damage trap... (I used the space delimitation of the triger/trap function of the engine but erased the "trap type" parameter and then added a script to deal a fixed amount of damage created with Lilac soul). I just miss the sound of something happening when the player enters the trap.
I've tried to add the "PlaySound" command to the script, but I don't know which sound file to refer it to. Where can I find the sound library included in the engine?
Cheers!
Modifié par el_sombrero, 13 avril 2011 - 04:42 .
#9
Posté 12 avril 2011 - 10:13
Welcome to the club - hope you enjoy building as much as we do 
One thing that might be handy is don't re-invent the wheel - play a few modules & then open up the toolset & see how they did it.
I'd also second the recommendation for Lilac Soul's script creator - I'd be nowhere without it.
For general reference explaining what everything actually means, rather than how to do stuff, Bob's Toolset notes really stands out for me as unique nwvault.ign.com/View.php
But for the basics of how to do things - the Don't Panic guide in the link to a list of tutorials above is what got me interested.
And keep asking questions here - I've lost count of the number of issues that have been solved by the incredibly helpful people who lurk around the forums.
Good luck!
One thing that might be handy is don't re-invent the wheel - play a few modules & then open up the toolset & see how they did it.
I'd also second the recommendation for Lilac Soul's script creator - I'd be nowhere without it.
For general reference explaining what everything actually means, rather than how to do stuff, Bob's Toolset notes really stands out for me as unique nwvault.ign.com/View.php
But for the basics of how to do things - the Don't Panic guide in the link to a list of tutorials above is what got me interested.
And keep asking questions here - I've lost count of the number of issues that have been solved by the incredibly helpful people who lurk around the forums.
Good luck!
#10
Posté 12 avril 2011 - 11:21
Helps more to get on IRC, that way you have live questions and answers.
#11
Posté 13 avril 2011 - 03:32
Clyordes.. don't re-invent the wheel is a very good piece of advice... I tend to do it sometimes.
I hadn't even imagined that I could open up other people modules through at the editor. I will try it.
Uhm... what is IRC?
I hadn't even imagined that I could open up other people modules through at the editor. I will try it.
Uhm... what is IRC?
#12
Posté 13 avril 2011 - 07:14
#13
Posté 13 avril 2011 - 09:53
I second the suggestion to play modules before you build. There are many ways of doing things and presenting stories and seeing what has been done is very helpful to determine what you want to do.





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