Module change issue
#1
Posté 22 août 2012 - 08:49
I have on enter script to start a conversation. If I start the module off as the first in the campaign and my PC enters it alone then the script fires. If I pass from one module to the next then it does not. I have tried the script on enter, on client enter for the area and module as well as module start.
This is tied with my other issue of the companion that will not leave the party. I remove her from the party despawn her and just about every thing except removing her from the roster (at which point I lose the saved instance of her?). What ever i do she appears in the party on the entry into the next module.
Any thoughts are welcome ...
Cheers,
PJ
#2
Posté 22 août 2012 - 09:32
I would really like to know how I could do this right though. it is cludging through things like this that has made the mods the mess that they are. Troubleshooting is a real bind
PJ
#3
Posté 22 août 2012 - 09:40
There is on option like 'Customize the module to be tied to the current campaign' or something like that. Sorry it's in French in my toolset.
Other possibility : Is your NPC set to CampaignNPC? I always do it and I have never encountered such a problem so far.
You should always link the entering script of an area to On Client Connect.
#4
Posté 22 août 2012 - 10:26
Not sure the npc is set to campaign npc though .. I will check that.
PJ
#5
Guest_Iveforgotmypassword_*
Posté 23 août 2012 - 08:00
Guest_Iveforgotmypassword_*
Modifié par Iveforgotmypassword, 23 août 2012 - 08:02 .
#6
Posté 25 août 2012 - 10:01
#7
Guest_Iveforgotmypassword_*
Posté 26 août 2012 - 10:54
Guest_Iveforgotmypassword_*
#8
Posté 26 août 2012 - 03:08
#9
Posté 26 août 2012 - 03:49
#10
Guest_Iveforgotmypassword_*
Posté 26 août 2012 - 04:42
Guest_Iveforgotmypassword_*
Lugaid of the Red Stripes wrote...
An on-client enter script, from the area properties, is the developer's preferred method. I think that spawning directly into a speak trigger can cause problems occasionally.
As a "developer" of modules that are ran by conversations ( I can't script and don't want to either ) I will dispute that claim and defend my yellow boxes scattered all over the place until the end. The only on enter script I ever used is to create an enemy or set the time although I also do that through conversations as the party get ready to exit the adjacent area too.
#11
Posté 27 août 2012 - 01:24
Lugaid of the Red Stripes wrote...
An on-client enter script, from the area properties, is the developer's preferred method. I think that spawning directly into a speak trigger can cause problems occasionally.
The OnClientEnter method is certainly the only method I use for auto-conversations. I always add a slight pause (no more than 0.5 seconds) before triggering the conversation though, just to be on the safe side.
Spawning directly onto a speak trigger didn't work with earlier patches (up to about 1.21 I think). Later patches seem to have fixed the issue somewhat, but I've heard they can still be temperamental now and then. In my experience, any trigger (not just speak triggers) can fail to fire properly at any time for no apparent reason.
At the very least, spawning directly onto a trigger won't be compatible with anyone who isn't fully patched. OnClientEnter ensures that it'll work for any patch version, and avoids the possibility of random trigger failure.
My own OnClientEnter script gets its string variables from local strings stored on the area itself, and writes a 'done' variable to stop the conversation triggering again if you re-enter the area. At any point you can reset the local variables on the area, causing the script to fire when you enter a second time, potentially with different NPCs and different conversations.
#12
Posté 27 août 2012 - 03:20
#13
Posté 27 août 2012 - 06:44
In French, the toolset shows the event as OnClientConnect, I presume it's the same event as OnClientEnter.
I also a use tiny delay (less then 0.5s) when some other treatments are required before firing the convo.
#14
Guest_Iveforgotmypassword_*
Posté 27 août 2012 - 06:45
Guest_Iveforgotmypassword_*
Modifié par Iveforgotmypassword, 27 août 2012 - 06:46 .
#15
Posté 27 août 2012 - 08:11
I have had to work around at the moment as I do not understand the problem properly. Under usual circumstance I would use OnClientEnter (OCE) to start the convo but I have had to place a trigger for the PC to walk to now.
If I start the module as module #1 then the convo fires. If I jump to it from anothe module then it does not. That is true if I use OCE, OE for the area or the OCE for the module itself. I have come to relate this to the fact that there is an NPC with you on the module jump and not when you start from scratch. My npc hiring and firing is borked so I am struggleing with remving and spawning her to.
I will try OE for a trigger but also put the script on exit so it will fire much as I hvae it now if it does not fire as the module starts. the script will destroy object self so as not to fire it twice.
Related to this, I am having trouble having one npc attack another. I have used ga_attack with no faction change and tried just to do it as an animation but she will not do as she is required to. How have others managed that, if at all.
PJ
#16
Posté 27 août 2012 - 08:38
Thanks for all the help. My biggest worry is that I understand the solution but not the problem. Another work around
PJ
#17
Posté 28 août 2012 - 04:15
This, i have an interest inPJ156 wrote...
Related to this, I am having trouble having one npc attack another. I have used ga_attack with no faction change and tried just to do it as an animation but she will not do as she is required to. How have others managed that, if at all.
but haven't figured a for-sure solution to.
It seems to need PersonalReps turned OFF in campaign properties, onModuleLoad script, and factiontable customs. Then you might use AdjustReputation( ) instead of an outright faction change (bearing in mind that this will change the entire faction's feelings about Target).
Probably it can be done with PersonalReps left ON, but then non-puppetted companions have issues .... Also, at least glance at my notes in the Broken Functions sticky -- since you're dealing with two NPC factions the allegedly backward nature of oSource and oTarget *will* come into play. ( nb. I haven't received 3rd party confirmation of this )
but whenever I do tests, w/ readout, about how who actually feels about who i get a mess,
ps. am not sure if you want to start a faction war going, or just a few light taps .....





Retour en haut







