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Giants Throwing Boulders


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#1
Quilistan

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I was looking at this hak:

http://nwvault.ign.c...l.Detail&id=359

for giants throwing boulders at enemies. I played the test mod and it doesn't seem to be working correctly. There is NO animation for the giant to throw, and the sef file doesn't get played to show the boulder being launch toward the player. I do the the area effect sef and the damage.

has anyone gotten this to work correctly?

#2
M. Rieder

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I downloaded it and I viewed the VFX in the VFX editor and all seemed well there, however I have not tried the full module.

Perhaps there is a spells.2da conflict? Do you have Kaedrin's or similar mod in your override that may be overriding the spells.2da?

#3
Quilistan

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I did double check for the spells.2da in the override, and to listen to you just checked again. NO spell.2da there.

#4
Dorateen

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I used this hak in Edinmoor, and had it working properly.

There is a 2da spell file that is supposed to go in the Override folder, I think. Otherwise, could it be something with the creature blueprints? If I remember, there are specific Giants included that already have the necessary scripts attached and variables set.

#5
Morbane

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Quilistan wrote...

I did double check for the spells.2da in the override, and to listen to you just checked again. NO spell.2da there.


It begs to question: are there any haks that might have conflicting 2das in your module?

Modifié par Morbane, 08 novembre 2011 - 09:24 .


#6
Quilistan

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Morbane wrote...

It begs to question: are there any haks that might have conflicting 2das in your module?


Morbane I believe you might have the right question there. Now for the digging.

am I correct in thinking that the haks higher on the list in the Module take presidence over lower haks on the list? Or was that just a NWN1 thing?

#7
Morbane

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whichever hack was added first (higher on the list) takes precedence afaik

#8
painofdungeoneternal

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Suggest opening the module in toolset, use the 2da viewer built into the toolset and see if the required catapult line is in the spells.2da you open up. This mod requires a line in spells.2da to work.

If you have multiple haks with 2da's you are going to be having multiple issues, make a 2da with all the default game 2da files and put it next to the top, this blocks issues created by end users ( or from hak authors). Then on top of that put your official 2da hak as the top hak in your list.

#9
Shaughn78

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I just went through the boulder script and 2da in the HAK, and everything there apears correct.

The boulder throw uses spell line 9300 in the spells.2da.
Casting/throwing animation (taunt), vocal grunt and stone projectile are all handled in the 2da.

A quick test of placing the boulder toss hak on the top of the HAK list will make it the dominate HAK. This will confirm a 2da conflict if it works. Then it is just a matter of finding and combining the 2das to make a master 2da as pain suggest above.

#10
Quilistan

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I double checked all of that, and all seems to be good. I tested the base mod, so no extra haks attached and still had the same problem. It must be a wierd conflict with something else in my override file (I have a few random things in there). I will start removing them to test.

#11
Quilistan

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tried emptying override - no luck
reinstalled hak and test module - no luck
tried putting a copy of the spells.2da(from the hak) into the override - no luck
tried testing with different character - no luck


The scripts fire I just dont see the boulder in hand before the throw or during the launch (also there is no throwing animation). The giant just charges at me, I see his weapon disappear and then I get hit by the wooden explosion as he is running at me.

I do have two installations of NWN2, and I have to rename them depending on which mod I am working on. I do some stuff for Rogue Dao's Purgatory mod. I need the seperate installs to work on their mod, or work on my PW. That has not cause any issues with any other haks though.

#12
Shaughn78

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Found the problem!!! It is my fault not yours.

Import the included erf file and overright the scripts in the test module. The scripts in the test modules were not upgraded on the last update. All the erfs have up to date. To verify open the main script rh_giant_boulder_throw


Bad scipt
Line #46 = AssignCommand(OBJECT_SELF,ActionCastFakeSpellAtLocation(1504,lImpact,PROJECTILE_PATH_TYPE_DEFAULT));

The 1504 should be 9300

I have a newer version of the scripts I have been using in my campaign with a bit better AI. I will package them up and get a link for you.

#13
Shaughn78

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Newer and improved scripts:

http://dl.dropbox.co...bould_script.7z

#14
Quilistan

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haha! That got it. Thank You!

#15
Lance Botelle

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Shaughn78 wrote...

Found the problem!!! It is my fault not yours.

Import the included erf file and overright the scripts in the test module. The scripts in the test modules were not upgraded on the last update. All the erfs have up to date. To verify open the main script rh_giant_boulder_throw


Bad scipt
Line #46 = AssignCommand(OBJECT_SELF,ActionCastFakeSpellAtLocation(1504,lImpact,PROJECTILE_PATH_TYPE_DEFAULT));

The 1504 should be 9300

I have a newer version of the scripts I have been using in my campaign with a bit better AI. I will package them up and get a link for you.


Hi Shaughn,

Actually, I don't think this is your fault. ;)

You see, I also had to change this line after I edited my spells.2da and shifted the location of the reference number that the script uses. So, unless you assign a constant for the line somewhere and nobody changes it, then it will always differ whenever someone alters the spells.2da lines and makes your boulder script fail.

E.g. For me, this line has to be 1712 to match my spells.2da line for your boulder. :)

I'll check out your new scripts.

Cheers!

Lance.

Modifié par Lance Botelle, 18 novembre 2011 - 02:45 .


#16
Shaughn78

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Lance the line change was done to move the custom spell to a reserved line to reduce conflict when merged with other content. I updated the script erf but not the scripts in the test modules. So it was my fault, shoddy updating on my part.

The new script includes a roster member check. Before tossing at a distance target called in the script it makes sure there isn't another roster member closer that it should use its melee attack on and avoid an attack of opportunity.

#17
M. Rieder

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So if I were to put the spells.2da hak for boulder throwing, and someone wanted to use kaedrin's with my module, would it still work as long as there was no conflict with the one line for the boulder throw, or would the whole thing not work?

I would like to make my giants throw boulders.

#18
Dann-J

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I'd like to see giants throwing halflings... Posted Image

#19
Lance Botelle

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M. Rieder wrote...

So if I were to put the spells.2da hak for boulder throwing, and someone wanted to use kaedrin's with my module, would it still work as long as there was no conflict with the one line for the boulder throw, or would the whole thing not work?

I would like to make my giants throw boulders.


Hi Matt,

To a degree, it does not matter which line of the spells.2da the boulder throwing bit uses, as long as the script that refers to the line actually refers to the correct line where it is. This stands true for all lines of a 2da file.

In other words, if you amalgamate two or more 2da files (and change their original row numbers), you need to ensure that any code that references any of those line (row) numbers is pointing to the correct line. This could be a huge undertaking for code that makes many references, but for the single reference (like the boulder throw), the builder should be able to edit requirements as required.

Personally, I tend to keep huge projects that use many 2da references as the were designed (i.e. do not change the 2da rows if possible), but for the odd project like the giant boulder throwing, where only one line is used, I will alter and move around as required; making sure to correct the reference in any scripts used that reference it.

Hope that makes sense.

Lance.

#20
Morbane

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the needs of the many out weigh the needs of the few

#21
M. Rieder

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DannJ wrote...

I'd like to see giants throwing halflings... Posted Image

:lol:


Or the other way around.  That would be interesting too...

#22
M. Rieder

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Lance Botelle wrote...

M. Rieder wrote...

So if I were to put the spells.2da hak for boulder throwing, and someone wanted to use kaedrin's with my module, would it still work as long as there was no conflict with the one line for the boulder throw, or would the whole thing not work?

I would like to make my giants throw boulders.


Hi Matt,

To a degree, it does not matter which line of the spells.2da the boulder throwing bit uses, as long as the script that refers to the line actually refers to the correct line where it is. This stands true for all lines of a 2da file.

In other words, if you amalgamate two or more 2da files (and change their original row numbers), you need to ensure that any code that references any of those line (row) numbers is pointing to the correct line. This could be a huge undertaking for code that makes many references, but for the single reference (like the boulder throw), the builder should be able to edit requirements as required.

Personally, I tend to keep huge projects that use many 2da references as the were designed (i.e. do not change the 2da rows if possible), but for the odd project like the giant boulder throwing, where only one line is used, I will alter and move around as required; making sure to correct the reference in any scripts used that reference it.

Hope that makes sense.

Lance.


I understand what you are saying.  What I was thinking about doing was simply modifying the standard spells.2da and hacking it into my module with the boulder throw spell inserted.  Right now I do not have kaedrin's integrated and people can just dump it in their override and play my module with no problems.  I am wondering if making a change to my spells.2da will alter that. 

#23
MokahTGS

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Yes, Kaedrin's stuff uses a custom spells.2da so the only way to make sure your module is compatible is to use a compatible version of the 2da...namely use a spells.2da that uses reserved ranges.

#24
M. Rieder

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So I don't need to merge the .2da's, just make sure I observe the reserved ranges for Kaedrin's, correct?

#25
MasterChanger

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M. Rieder wrote...

So I don't need to merge the .2da's, just make sure I observe the reserved ranges for Kaedrin's, correct?


As far as I know, they will need to be merged (though not necessarily be you). Respecting reserved ranges ensures that they can be easily merged. If Kaedrin's 2da is not going to be changing too quickly, you could offer a version of spells.2da that uses Kaedrin's and one that doesn't.

Hopefully, Pain's NeverLauncher will soon be so user-friendly that you (the author) won't have to merge 2da's. As long as reserved ranges are respected, that application will make it easy for end-users to merge 2da's for whatever content they're using.

Modifié par MasterChanger, 24 novembre 2011 - 04:30 .