Help - Things that should work doesn't work
#1
Posté 06 mars 2012 - 10:03
For some reason, random scripting things won't work. For some time ago I tried modifying spells in their original nwscripts, but there is no effect. I also tried spell-hooking - No effect.
Another random thing that didn't work was a unique item power script. It used a "while" condition, almost identical to the original fireball script. The script fired and a visual effect appeared but no damage at all. I then tried implementing the exact same script to a different module, and there it worked fine.
I tested the persistent storage system also on a different module and it worked perfectly.
This problem has bugged our scripter on the server for a very long time, so now we've finally accepted to ask for help from you experienced guys.
Thanks in advance.
#2
Posté 06 mars 2012 - 10:55
#3
Posté 06 mars 2012 - 11:01
#4
Posté 06 mars 2012 - 11:17
However... if any of these don't help... you are going to have give better informaiton to help diagnose the problem.
Modifié par henesua, 06 mars 2012 - 11:18 .
#5
Posté 07 mars 2012 - 01:31
Also, have you ever imported any other systems (.erfs) into your mod? Other scripts/systems can sometimes include altered default scripts in your module that will overwrite the original default ones and may cause unwanted behavior.
Modifié par GhostOfGod, 07 mars 2012 - 02:53 .
#6
Posté 07 mars 2012 - 07:37
#7
Posté 07 mars 2012 - 08:17
Are all of your custom scripts in the mod itself, or are some of them in haks/override?
I'd also be interested in seeing an example of one of the scripts that fail to work in your mod.
Also, I have seen mods corrupt before and have very similar issues.
I managed to fix it by creating a new mod and moving everything over to the new mod via copy/paste of the temp0 folder and the PRC injector to move the areas.
(I don't import erfs directly because they started causing odd corrupty issues once my mod got large enough...)
Also, try compiling all of the scripts with Virusman's NWNTX for NWN1.
You can find it here:
http://social.biowar...index/7645830/6
It fixes countless odd errors in the default compiler.
Modifié par wyldhunt1, 07 mars 2012 - 08:17 .
#8
Posté 08 mars 2012 - 11:32
#9
Posté 08 mars 2012 - 07:04
If you are copy/pasting, you can copy/paste pretty much everything except areas and the palette files.
Then, export your areas to an erf and use the PRC Injector to inject the areas in to the new mod.
You'll have to re-set all of the module events and such once you have your scripts back.
If that doesn't work, and NWNTX doesn't work, then I'd need to see one of your scripts.
I generally use http://pastebin.com/ and post a link because these forums try to destroy the codes formatting when you paste directly.
Modifié par wyldhunt1, 08 mars 2012 - 07:05 .
#10
Posté 08 mars 2012 - 09:31
#11
Posté 13 mars 2012 - 05:52
pastebin.com/XnHVd7pf
When I used the item the script was connected to it applied the breach visual and the "return" statement, even if it was commented out.
I removed the commented lines and now it's working. But either way I can't understand why NWN would fire commented functions.
Modifié par Snottling, 13 mars 2012 - 05:55 .
#12
Posté 13 mars 2012 - 08:08
Snottling wrote...
I removed the commented lines and now it's working. But either way I can't understand why NWN would fire commented functions.
Keep in mind that a script does not run, at all. You can remove every single script(.nss file) from you module and everything would still work. It is the compiled code that runs in the module, If you comment out a line in the source code and either forget to compile it or get an error while compiling the compiled code remains unchanged. Therefore nothing changes in reguards to how the script was running before, It does not matter a bit what is in the source script that you are viewing in the toolset, if it was not the source for the curent state of the compiled code.
Another thing that gets a lot of people is include files. Even if you open an include and make changes to it, thous changes will not effect any scripts that are compiled untill after it is saved. The compiler does not read the current version of the include that you have opened in the toolset. it reads the version that is saved to disk.
#13
Posté 13 mars 2012 - 10:16
This +1.Lightfoot8 wrote...
If you comment out a line in the source code and either forget to compile it or get an error while compiling the compiled code remains unchanged. Therefore nothing changes in reguards to how the script was running before, It does not matter a bit what is in the source script that you are viewing in the toolset, if it was not the source for the curent state of the compiled code.
Another thing that gets a lot of people is include files. Even if you open an include and make changes to it, thous changes will not effect any scripts that are compiled untill after it is saved. The compiler does not read the current version of the include that you have opened in the toolset. it reads the version that is saved to disk.
#14
Posté 13 mars 2012 - 10:20





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