Thank you Knightmare... I realy do appreciate the patience and assistance everyone here has given.
Regarding PartyCreation. I saw this on the NWN Vault (http://vnfiles.ign.c...onversation.pdf) and it shows a call called "DisplayGuiScreen(oPC, "SCREEN_PARTY_GEN", FALSE, "partygen.xml");"
However, when I use this, it comes up with a different party creation screen thatn what I'm used to from the OC, and it's empty. In another module I see that the "SCREEN_PARTY_GEN" was set to "SCREEN_PARTYSELECT", and this comes up with the approriate screen.
However, it's still empty. So how can I populate the screen and allow the player to select their team? I tried searching the Vault, but the above link is all I could really find.
2 newbie questions
Débuté par
Pompeii69
, juin 25 2011 04:29
#26
Posté 26 juin 2011 - 04:13
#27
Posté 26 juin 2011 - 06:33
NP. Do you have the SoZ expansion installed? The party stuff is from that expansion and needed to use it.
If you do have SoZ, check out this link: http://nwvault.ign.c...I.Detail&id=125
If you do have SoZ, check out this link: http://nwvault.ign.c...I.Detail&id=125
Modifié par _Knightmare_, 26 juin 2011 - 06:34 .
#28
Posté 26 juin 2011 - 06:39
I do have the SoZ. My dilema isn;t so much as showing the GUI via a script, it's that it's empty. BTW, I use the regular OC GUI, instead of the SoZ one. As far as I know, the "campaign" aspect isn't required as it is for the SoZ GUI. O focurse I only think thins because I was able to get it to show up, just empty.
Modifié par Pompeii69, 26 juin 2011 - 06:45 .
#29
Posté 26 juin 2011 - 06:53
Can you post a screenshot of what you do get?
#30
Posté 26 juin 2011 - 07:19
Here is the screen capture. And here is the script that runs in the On Client Enter
http://www.wizaerd.com/hold/Roster.png
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
CloseGUIScreen(oPC, sGUI);
DelayCommand(0.1f, DisplayGuiScreen(oPC, sGUI, TRUE));
}
I'm fairly certain it's empty because I haven't put anybody in the roster, which is what I'm hoping to do programmatically. The characters aren't in the actual area, I was hoping they would (could) be spawned if they're selected.
http://www.wizaerd.com/hold/Roster.png
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
CloseGUIScreen(oPC, sGUI);
DelayCommand(0.1f, DisplayGuiScreen(oPC, sGUI, TRUE));
}
I'm fairly certain it's empty because I haven't put anybody in the roster, which is what I'm hoping to do programmatically. The characters aren't in the actual area, I was hoping they would (could) be spawned if they're selected.
#31
Posté 26 juin 2011 - 07:32
Never mind, I think I got it...
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
// experiment
AddRosterMemberByTemplate("Qara", "co_qara");
DelayCommand(0.1f, DisplayGuiScreen(oPC, sGUI, TRUE));
}
This will spawn them too, if I add them to the party... woohoo....
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
// experiment
AddRosterMemberByTemplate("Qara", "co_qara");
DelayCommand(0.1f, DisplayGuiScreen(oPC, sGUI, TRUE));
}
This will spawn them too, if I add them to the party... woohoo....
Modifié par Pompeii69, 26 juin 2011 - 07:33 .
#32
Posté 26 juin 2011 - 07:35
I don't do much with companions, but I think what you got there is the screen for selecting which companions you want in your party. For it to work, the companions need to be spawned-in and added to the party roster. Then you can move them in and out of the party using that GUI.
The OC companions, if I understand it correctly, are moved to a 'limbo' non-area when they are 'despawned', meaning that moving them in and out of the party should move them back and forth between a real area and limbo.
So basically, you'll need to spawn-in all your companions somewhere, let the player pick which ones they want, and then destroy or leave behind the remainder.
The OC companions, if I understand it correctly, are moved to a 'limbo' non-area when they are 'despawned', meaning that moving them in and out of the party should move them back and forth between a real area and limbo.
So basically, you'll need to spawn-in all your companions somewhere, let the player pick which ones they want, and then destroy or leave behind the remainder.
#33
Posté 26 juin 2011 - 07:44
Actually, what I posted already works... It add a blueprint to the roster, and if I accept them into my pary, they spawn right next to my character.
With a bit more fiddling, I can also now programmatically add members to the party without the selection screen.
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
AddRosterMemberByTemplate("Qara", "co_qara");
AddRosterMemberByTemplate("Khelgar", "co_khelgar");
AddRosterMemberByTemplate("Shadra", "co_shandra");
AddRosterMemberToParty("Qara", oPC);
}
This starts me out qith Qara already, but if I open the party roster screen, the others are available. If I select them, they'll spawn as well.
With a bit more fiddling, I can also now programmatically add members to the party without the selection screen.
void main()
{
object oPC = GetFirstPC(TRUE);
string sGUI = "SCREEN_PARTYSELECT";
AddRosterMemberByTemplate("Qara", "co_qara");
AddRosterMemberByTemplate("Khelgar", "co_khelgar");
AddRosterMemberByTemplate("Shadra", "co_shandra");
AddRosterMemberToParty("Qara", oPC);
}
This starts me out qith Qara already, but if I open the party roster screen, the others are available. If I select them, they'll spawn as well.





Retour en haut






