I have my chest summonable from an item and I have a single chest moving about when its summoned so it keeps your items in it when it is summoned again.
But of course the chest wont move between areas. so I tried this:
//edit removed code for 2 minutes
// All module events
#include "utility_h"
#include "wrappers_h"
#include "events_h"
const string QUIL_TAG_LUGGAGE_WHISTLE = "quil_luggage_whistle";
const resource QUIL_RESOURCE_LUGGAGE_WHISTLE = R"quil_luggage_whistle.uti";
const string QUIL_TAG_LUGGAGE_CHEST = "quil_luggage_chest";
const resource QUIL_RESOURCE_LUGGAGE_CHEST = R"quil_luggage_chest2.utp";
void main()
{
event ev = GetCurrentEvent();
int nEvent = GetEventType(ev);
Log_Events("", ev);
switch (nEvent)
{
////////////////////////////////////////////////////////////////////////
// Sent by: The engine
// When: The module loads from a save game, or for the first time. This event can fire more than
// once for a single module or game instance.
////////////////////////////////////////////////////////////////////////
case EVENT_TYPE_MODULE_LOAD:
{
object oPlayer = GetHero();
object oWhistle = GetObjectByTag(QUIL_TAG_LUGGAGE_WHISTLE);
if (!IsObjectValid(oWhistle))
UT_AddItemToInventory(QUIL_RESOURCE_LUGGAGE_WHISTLE,1);
break;
}
case EVENT_TYPE_BEGIN_TRAVEL:
{
int nSourceTerrain = GetEventInteger(ev, 0); // [Undocumented]
int nTargetTerrain = GetEventInteger(ev, 1); // [Undocumented]
int nWorldMap = GetEventInteger(ev, 2); // [Undocumented]
string sSource = GetEventString(ev, 0); // area tag source location
string sTarget = GetEventString(ev, 1); // area tag target location
string sWPOverride = GetEventString(ev, 2); // waypoint tag override
object oSourceLocation = GetEventObject(ev, 0); // source location object
object oChest = GetObjectByTag(QUIL_TAG_LUGGAGE_CHEST);
object oAreaTarget = GetObjectByTag(sTarget);
if (!IsObjectValid(oChest) && IsObjectValid(oAreaTarget))
{
object oWaypoint = GetObjectByTag(sWPOverride);
if(IsObjectValid(oWaypoint))
{
location lnewSpawn = GetLocation(oWaypoint);
SetLocation(oChest, lnewSpawn);
}
}
break;
}
default:
{
break;
}
}
}
But its doesn't appear to help and it is obviously very difficult to debug seen as its a script that should be called just before a loading screen.
Also if any one knows where the complier options are so i can turn on .ndb generation that would be a god send.
If the worst comes to the worst and it turns you this is impossible i think i'll try a summonable merchant so you can at least sell your excess wares.
Modifié par Quildra, 19 novembre 2009 - 09:34 .





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