Aller au contenu

Photo

Hit Point Bars - Love or Loathe? (See Image Within) - LINKS UPDATED


  • Veuillez vous connecter pour répondre
99 réponses à ce sujet

#76
manageri

manageri
  • Members
  • 394 messages
I've noticed that enemy summons in the OC don't get their hit point bars, either on perception or when damaged. I pulled up the creature in question in the toolset (the shadows the kids summon in the Bryce crypt, though I've seen the same behavior with all summons) and it does seem to have the same default event scripts. Does anyone know if those get changed when a crature becomes a summon or something? Have you perhaps already dealt with this in your own campaign, Lance? This is not a big problem by any means but I'd like to at least be able to fix it if I decide I want to.

#77
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

manageri wrote...

I've noticed that enemy summons in the OC don't get their hit point bars, either on perception or when damaged. I pulled up the creature in question in the toolset (the shadows the kids summon in the Bryce crypt, though I've seen the same behavior with all summons) and it does seem to have the same default event scripts. Does anyone know if those get changed when a crature becomes a summon or something? Have you perhaps already dealt with this in your own campaign, Lance? This is not a big problem by any means but I'd like to at least be able to fix it if I decide I want to.


Hi Manageri,

This does not surprise me, as I know many summons and other "special" creatures (even henchmen and companions) can all use different scripts to what you may first expect. There is a function called SetCreatureScriptsToSet, which can change the default scripts used and another (especially for henchmen) called HenchmanAdd, which also can change default scripts. Summons may use a similar function to apply specific scripts that bypass the default ones.

This is why I ended up changing most of my creature scripts to call my own includes that have the HPBar call functions in them.

Having said all that, I have not tested this in my campaign yet and so will do ... just to see what is happening. Back in a short while with an edit/update.

EDIT: OK, I had a quick look at a summoned creature (from a monster in my test, which uses the same nw_s0_summon script as far as I can see) and the summoned creatures appear to use the default scripts for perception and damaged: nw_c2_default2 and nw_c2_default6, so I would have thought (if you have added the function correctly in these scripts) that the HP Bars should appear.

In my campaign, I have rewritten the nw_s0_summon and so add the HP Bar there. I will be interested to hear more about this from you, but at a guess, it may be due to where the HP Bar call is made within the two default scripts you have altered. Can you post a copy of them here?

Cheers,
Lance.

Modifié par Lance Botelle, 17 octobre 2013 - 11:50 .


#78
manageri

manageri
  • Members
  • 394 messages
If they do use the default scripts then it may be because I added my own checks that filter out non-hostile creatures:
if (GetIsReactionTypeHostile(GetFirstPC(), OBJECT_SELF))		
	UpdateHPBars(OBJECT_SELF, 0);

I've had some issues with that function and summons in an unrelated project before, so I know it can be unreliable with them. I've added the changes right at the start of the scripts so they are getting run for sure.

In any case it doesn't really bother me. In fact I'm not sure I want to fix it as the lack of an hp bar could be a useful reminder that the creature is a summon, and hence may not be a smart target, so I'll keep things as they are for now. Thanks for the assistance.

#79
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

manageri wrote...

If they do use the default scripts then it may be because I added my own checks that filter out non-hostile creatures:

if (GetIsReactionTypeHostile(GetFirstPC(), OBJECT_SELF)) 
UpdateHPBars(OBJECT_SELF, 0);

I've had some issues with that function and summons in an unrelated project before, so I know it can be unreliable with them. I've added the changes right at the start of the scripts so they are getting run for sure.

In any case it doesn't really bother me. In fact I'm not sure I want to fix it as the lack of an hp bar could be a useful reminder that the creature is a summon, and hence may not be a smart target, so I'll keep things as they are for now. Thanks for the assistance.


Hi Manageri,

I believe that function you use is more to do with PvP coding, and even the function itself recommends using the GetIsEnemy function instead. i.e. If you use the GetIsEnemy function check instead, it should probably work as you first thought. I would strongly recommend that anyway ... and if you really do not want to have the bars appear above summoned creatures, do a check against it being a summoned creature and bypass it that way ... or do some really fancy work and have it call different colour bars. Image IPB

However, I know what you mean about possibly leaving the bars off summoned ... I considered that too. I am looking at setting new scripts for summoned creatures via the 2da altering function and then adding my own default scripts with the HP Bar call before firing the standard defaults scripts via ExecuteScript.

That's me though ... you would not need to do that because you are altering the default scripts directly.

Actually, this has prompted me to finish off some of this area of coding, so thanks for that. (I had not yet applied a "unsummon" visual effect for when a summoned creature - of a monster - is killed prior to its summoner's death.)

EDIT: Also do not forget you need to do an update check for "heals" via spellcast at hook. Again, I have all this covered by another function, but I remind you as I remember them myself.

Cheers,
Lance.

Modifié par Lance Botelle, 17 octobre 2013 - 01:50 .


#80
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
EDIT POST
------------------------------------------------------------
Right after I posted this I gave it one more shot, tweaked a couple things, and just about everything worked. 

I only have one issue now, and that is when there are a large number of creatures involved in a battle and a script uses HenchDetermineCombatRound() to launch all of those creatures into battle (as my script does), the Perceptions either aren't firing (because there are so many creatures) or they just never get fired, I dunno, but either way, it leaves a lot of creatures without HP bars until they get damaged or attacked directly. 

But I now understand the need for Lance's ForceUpdate method, because it searches around for nearby creatures and turns their HP Bars on. 

I'm going to adjust my version of the Update function a bit and see if I can't remedy the situation. Basically what I think I'll do is search for neaby creatures in combat, and if they dont' have a HP bar (checked via the local string variable) then I'll turn it on. Should work groovy. 

------------------------------------------------------------

Well, I've worked with these hit point bars for the better part of a day and I can't get them to work right. I'm just not sure it's possible to have them show up in combat and combat only, for only enemy creatures. The system just doesn't play nice that way.

I don't think it's a problem with the hit point bars themselves (they look great), or the code for the HP bars (though I have tweaked it a bit, it doesn't solve the problems). I think it's a problem with the game engine.

Throughout testing I keep experiencing the following:

1) HP bars not showing up for the enemy creature immediately. For lower level creatures, they can die before the bars show up.

2) HP bars not removing off dead creatures consistently (this is the most annoying because it seems very random).

3) HP bars remaining at full health even while the creature is getting beat to death. (I don't understand this one either and have no idea which one of my recent changes have caused it)

4) Creatures that aren't hit or damaged, which have been aggroed into combat via proximity, aren't producing bars either. It's almost as if their perception never fires, they just get sent into combat and never get a bar until they get hit or attacked.


I've tried a number of things and nothing seems to clean this up. And I tire of continually renaming, compiling, and renaming again the nw_c2_defaultX scripts (why the flippin' compiler won't just compile those scripts is beyond me. I know they are going to override default scripts! I want to do this on purpose! Damn you Toolset let me do what I want!)

I'm beyond frustrated. This is such a cool idea, and it just won't work.

I thought I had it.. I felt like I was oh-so-close on a play through, but then the bars stopped removing from dead creatures, and in a large melee several creatures didn't have the bars.. and I just got frustrated.

Cool idea Lance. Not sure the toolset is equipped for cool ideas like this...

Modifié par ColorsFade, 17 octobre 2013 - 06:47 .


#81
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
[quote]ColorsFade wrote...

EDIT POST
------------------------------------------------------------
Right after I posted this I gave it one more shot, tweaked a couple things, and just about everything worked. 

I only have one issue now, and that is when there are a large number of creatures involved in a battle and a script uses HenchDetermineCombatRound() to launch all of those creatures into battle (as my script does), the Perceptions either aren't firing (because there are so many creatures) or they just never get fired, I dunno, but either way, it leaves a lot of creatures without HP bars until they get damaged or attacked directly. 

But I now understand the need for Lance's ForceUpdate method, because it searches around for nearby creatures and turns their HP Bars on. 

I'm going to adjust my version of the Update function a bit and see if I can't remedy the situation. Basically what I think I'll do is search for neaby creatures in combat, and if they dont' have a HP bar (checked via the local string variable) then I'll turn it on. Should work groovy. 

------------------------------------------------------------[/quote]

Hi CF,

I know it may seem a little confusing to get one's head around with respect to when bars should or should not be forced and/or updated, but trust me, it can be done to work as it should with every creature in exactly the way you want it to. As I said when I released this bit of code, I knew it would require some work for builders to interpret and include within their own (or OC) projects.

Bottom line is, do not despair. Image IPB

[quote]Well, I've worked with these hit point bars for the better part of a day and I can't get them to work right. I'm just not sure it's possible to have them show up in combat and combat only, for only enemy creatures. The system just doesn't play nice that way. [/quote]

Yes, it is possible, but it takes some work to get right.

[quote]I don't think it's a problem with the hit point bars themselves (they look great), or the code for the HP bars (though I have tweaked it a bit, it doesn't solve the problems). I think it's a problem with the game engine. [/quote]

As I say above, it can be made to work.

[quote]Throughout testing I keep experiencing the following:

1) HP bars not showing up for the enemy creature immediately. For lower level creatures, they can die before the bars show up. [/quote]

This means you are not calling the HP Bars using the OnPerception early enough. A trick I use is not to wait until a PC is perceived, but fire on the creatures first ever perceive (of anything) and then check if they are an enemy of the PC anyway (using GetFirstPC) and add them then.

[quote]2) HP bars not removing off dead creatures consistently (this is the most annoying because it seems very random). [/quote]

That's why I use the lines in the OnDeath, as that is 100% reliable. No checks need to be done, just add the lines as stated before.

[quote]3) HP bars remaining at full health even while the creature is getting beat to death. (I don't understand this one either and have no idea which one of my recent changes have caused it) [/quote]

This is due to you updating the HP Bar (as if for the first time at 100%)  and it "overlays" any existing one ... you may notice it "flicker" between being correct or full. Using the Force at the wrong time will cause this issue.

[quote]4) Creatures that aren't hit or damaged, which have been aggroed into combat via proximity, aren't producing bars either. It's almost as if their perception never fires, they just get sent into combat and never get a bar until they get hit or attacked. [/quote]

This means you have a variable check wrong. See 1 for easiest solution.

[quote]I've tried a number of things and nothing seems to clean this up. And I tire of continually renaming, compiling, and renaming again the nw_c2_defaultX scripts (why the flippin' compiler won't just compile those scripts is beyond me. I know they are going to override default scripts! I want to do this on purpose! Damn you Toolset let me do what I want!) [/quote]

Don't worry, we have all been there ... especially me when I was first getting this thing to work as it should.

[quote]I'm beyond frustrated. This is such a cool idea, and it just won't work. [/quote]

It will, if you follow the instructions I say. Anything worth doing, takes time ... and you need to work methodically.

[quote]I thought I had it.. I felt like I was oh-so-close on a play through, but then the bars stopped removing from dead creatures, and in a large melee several creatures didn't have the bars.. and I just got frustrated.[/quote]

If you persevere, and take care it will work. I know this because I have it working 100% on my campaign, which also has far more complications than the basic OC changes required.

[quote]Cool idea Lance. Not sure the toolset is equipped for cool ideas like this... [/quote]

It can do ... just relax a bit and have another go if you feel up to it. My recommendation is to approach it the same way I have and approach from these main ways:-

1) Go back to my original scripts .... And do not rely on the "else" removal that I have left in the updated versions. (Nice idea, but not 100% reliable as I said, and you have since discovered.)

2) Be sure to add the removal lines on the OnDeath - Clean and simple.

3) Make sure HP Bars are attached on first perception of anything, just checking if they are an enemy of the PC do  so, and if there is a PC in the area in the first place.

4) Consider other uses of updating the HP bars by spell cast at.

If worst comes to absolute worst, I will look at it for you, but I would like to see  you approach it afresh with the experience you now have. Just think, if I did not persevere with it in the first place, these bars would never had made the light of day. And it was only because people wanted them raw (as is) that I delivered them for people to work with.

Thanks,
Lance.

#82
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

OK, I will take a look at writing some code so that these bars can be implemented within the OC. However, please note, I did not want to get too involved with this, and therefore, make the following comments:-

1) The HP Bars will work as one off activation for obvious enemies only (using perception).
2) I will look at damage and spells affecting them only.
3) Enemies turned hostile or summoned (or any other means) will only update on attacked.

Note, again I state that builders *could* cover all other eventualities, but I simply do not have the time (unless I take more time from my own campaign) to look any more than this.

I am hoping that by limiting to these outlines that the working should be fairly straight forward.

Thanks,
Lance.

#83
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
Lance,

The method I am using for my campaign would work with the OC too, since I'm doing it in a "global" way as opposed to adjusting the scripts for each creature. I almost have it totally working.

Make sure HP Bars are attached on first perception of anything, just checking if they are an enemy of the PC do so, and if there is a PC in the area in the first place.


That is part of the piece I was missing. I tried doing first perception of anything, but then the bars started showing up on EVERYTHING (including my party). I didn't think to check enemy status, and that would do the trick.

As to the flicker - I have eliminated flicker by basically eliminating the force option from the code. I've re-purposed the ForceUpdate boolean and will be renaming is shortly.

I put in a lot of debugging output statements to trace the code execution and the whole force option was pretty unnecessary. When the check is made to compare the two string values - old vs. new - that is enough to get the code to fire properly.

I'm just using the ForceUpdate flag now to basically say, "Look around for all the other nearby enemies and turn their stuff on as well."

One thing I did with that is add a check for distance. I only turn on creature bars when they are within 25.0 of the PC.

#84
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

ColorsFade wrote...

Lance,

The method I am using for my campaign would work with the OC too, since I'm doing it in a "global" way as opposed to adjusting the scripts for each creature. I almost have it totally working.

Make sure HP Bars are attached on first perception of anything, just checking if they are an enemy of the PC do so, and if there is a PC in the area in the first place.


That is part of the piece I was missing. I tried doing first perception of anything, but then the bars started showing up on EVERYTHING (including my party). I didn't think to check enemy status, and that would do the trick.

As to the flicker - I have eliminated flicker by basically eliminating the force option from the code. I've re-purposed the ForceUpdate boolean and will be renaming is shortly.

I put in a lot of debugging output statements to trace the code execution and the whole force option was pretty unnecessary. When the check is made to compare the two string values - old vs. new - that is enough to get the code to fire properly.

I'm just using the ForceUpdate flag now to basically say, "Look around for all the other nearby enemies and turn their stuff on as well."

One thing I did with that is add a check for distance. I only turn on creature bars when they are within 25.0 of the PC.


Hi CF,

Good to hear you are still working at it ... I am also doing an OC version now, and will let you have it when I am done. You can see if there is anything different that may or may not be relevant. Image IPB

The "force" option is needed somewhere in my campaign, but I guess I will see if I need it or not for the OC version as I do it.

Limiting the bars to distance may cause issues with "perception" updating again ... possibly. It all depends on a number of other settings you may have ... I have increased my perception settings for creatures for example.

Anyway, I'll continue at this ... By the way, I noticed there were a number of "default" versions of the scripts. I am working on the latest expansion 2 versions.

Cheers,
Lance.

#85
manageri

manageri
  • Members
  • 394 messages
Lance, I think you should probably use the Tony K versions instead of anything in the core game files for your OC mod. That is unless it might cause issues for a player who doesn't have the rest of Tony K's installed to only have those few scripts mingled in with the core AI scripts, in which case I guess two versions would be necessary?

#86
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

OK, try this basic OC version with some edited default scripts:

For this link, it shows all files contained in the override.zip, but if you choose File> Download, then it downloads and saves as the one override.zip file, which you can unzip as a folder.

https://docs.google....dit?usp=sharing

It worked on a quick test for me. At the very least, it should point you in the right directions.

IMPLEMENTATION: Just unrar and use the complete override folder with the OC.

Cheers,
Lance.

Modifié par Lance Botelle, 18 octobre 2013 - 10:15 .


#87
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

manageri wrote...

Lance, I think you should probably use the Tony K versions instead of anything in the core game files for your OC mod. That is unless it might cause issues for a player who doesn't have the rest of Tony K's installed to only have those few scripts mingled in with the core AI scripts, in which case I guess two versions would be necessary?


Hi Manageri

Actually,  I did not want to get involved with this side of the scripts at all. Image IPB People asked me to release my code for their own usage and I said OK, hoping people would work with them as they felt necessary. I did say they were "raw" and I that there was going to be minimum explanation for implementation.

I don't mind giving pointers and explanations, but I do not intend to make them compatible elsewhere. Image IPB

Anyway, the good news is, I would think it should be relatively easy for those interested to incorporate my scripts with Tony Ks, as mine add only a very small amount of code and a basic include script that should not conflict anywhere.

See my last post for some default script implementation that has not been fully tested, but should be a starter for most people.

All the best,
Lance.

Modifié par Lance Botelle, 17 octobre 2013 - 08:43 .


#88
ColorsFade

ColorsFade
  • Members
  • 1 267 messages

Lance Botelle wrote...


Limiting the bars to distance may cause issues with "perception" updating again ... possibly. It all depends on a number of other settings you may have ... 
Cheers,
Lance.


Well, the way I'm using distance is only when trying to find nearby creatures to additionally turn on HP bars to create a chain-reaction for all the nearby badguys within a reasonable distance.  

So it works like this: 

CreatureA's OnPerception fires. It turns on its own HP Bars. During Perception Update is the only time I additionally pass TRUE to the UpdateNearbyCreatures flag (previously ForceUpdate). 

So CreatureA calls a new method titled UpdateNearbyCreatures(). 
Inside that method, it gets the PC and looks for nearby creatures. If they are within range, not dead, an enemy of the PC and do not already have their HP bar turned on, we call UpdateHPBars() for that creature as well. 

So lets say it finds CreatureB, CreatureC and CreatureD. CreatureB's OnPerception has already fired and it already has a HP Bar. By virtua of the HP Bar check, we skip it. 

CreatureC is outside of the range of 30.0 from the PC, so we skip him. He'll still have a chance to fire his own Perception script as well. 

CreatureD is in range, doesn't have a HP Bar and is not dead yet. We call UpdateHPBar on him and he gets a HP Bar. 

Now CreatureD's OnPerception fires. Code checks his HP and calculates the proper image to show. Sees we already have the same image displaying and does nothing. 

What I'm hoping with this is simply to speed up some of the HP Bar turn-ons when a mess of monsters is all clustered together. 

I have one battle where there are about 10 skeletons, a necromancer, and a summoned skeleton of great size. Everyone is non-hostile to start and there's a cut-scene conversation. Then the battle commences. 

The 10 skeletons are issued a command in my script, at the end of the conversation, a call to HenchDetermineCombatRound, so they rush into battle. Thus, I don't think their Perception script is firing... 

If the code I've created to turn HP Bars on for nearby enemies doesn't do the trick, I'll probably just call the HP Bar code foreach enemy in my attack script, the one that causes all of them to go hostile... That should do it. 

And if that's the case, I have no problem with that. 

As of my last trial, it all worked very well except for those 10 skeletons. 

#89
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

ColorsFade wrote...

Lance Botelle wrote...


Limiting the bars to distance may cause issues with "perception" updating again ... possibly. It all depends on a number of other settings you may have ... 
Cheers,
Lance.


Well, the way I'm using distance is only when trying to find nearby creatures to additionally turn on HP bars to create a chain-reaction for all the nearby badguys within a reasonable distance.  

So it works like this: 

CreatureA's OnPerception fires. It turns on its own HP Bars. During Perception Update is the only time I additionally pass TRUE to the UpdateNearbyCreatures flag (previously ForceUpdate). 

So CreatureA calls a new method titled UpdateNearbyCreatures(). 
Inside that method, it gets the PC and looks for nearby creatures. If they are within range, not dead, an enemy of the PC and do not already have their HP bar turned on, we call UpdateHPBars() for that creature as well. 

So lets say it finds CreatureB, CreatureC and CreatureD. CreatureB's OnPerception has already fired and it already has a HP Bar. By virtua of the HP Bar check, we skip it. 

CreatureC is outside of the range of 30.0 from the PC, so we skip him. He'll still have a chance to fire his own Perception script as well. 

CreatureD is in range, doesn't have a HP Bar and is not dead yet. We call UpdateHPBar on him and he gets a HP Bar. 

Now CreatureD's OnPerception fires. Code checks his HP and calculates the proper image to show. Sees we already have the same image displaying and does nothing. 

What I'm hoping with this is simply to speed up some of the HP Bar turn-ons when a mess of monsters is all clustered together. 

I have one battle where there are about 10 skeletons, a necromancer, and a summoned skeleton of great size. Everyone is non-hostile to start and there's a cut-scene conversation. Then the battle commences. 

The 10 skeletons are issued a command in my script, at the end of the conversation, a call to HenchDetermineCombatRound, so they rush into battle. Thus, I don't think their Perception script is firing... 

If the code I've created to turn HP Bars on for nearby enemies doesn't do the trick, I'll probably just call the HP Bar code foreach enemy in my attack script, the one that causes all of them to go hostile... That should do it. 

And if that's the case, I have no problem with that. 

As of my last trial, it all worked very well except for those 10 skeletons. 


Hi CF,

Try those scripts / override folder I have provided in the link above and see how that works for you.

For this link, it shows all files contained in the override.zip, but if you choose File> Download, then it downloads and saves as the one override.zip file, which you can unzip as a folder.

https://docs.google....dit?usp=sharing


I tested it with the start of SoZ and all the creatures that attacked my PC had their bars start fine.

Cheers,
Lance.

Modifié par Lance Botelle, 18 octobre 2013 - 10:15 .


#90
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
Works.

My evil plan to get all the nearby enemies turning their HP Bars on works.

Image IPB

No flicker, no missing HP bars, accurate and quick changes, and they all disappear OnDeath.

So thanks for the cool graphics Lance! This is a very welcome addition. No question.

#91
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

ColorsFade wrote...

Works.

My evil plan to get all the nearby enemies turning their HP Bars on works.

Image IPB

No flicker, no missing HP bars, accurate and quick changes, and they all disappear OnDeath.

So thanks for the cool graphics Lance! This is a very welcome addition. No question.


Hi CF,

Good to hear ... and see!

Just out of interest, did you try the other code I offered?

I would be interested if it worked as well ... as it is very streamlined code.

If you get the chance to try, then please let me know if it also works ... or whether it has the "distance" problem you looked at.

Many Thanks,
Lance.

#92
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
I haven't tried it yet Lance. But I will, and then I'll get back to you.

I threw my scripts into override and they work for OC and such.

#93
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

ColorsFade wrote...

I haven't tried it yet Lance. But I will, and then I'll get back to you.

I threw my scripts into override and they work for OC and such.



OK, I'll hang around a bit in case you can let me know tonight. Just curious really.

The link is also an override folder, so it should just be a download and test like yours.

Cheers,
Lance.


EDIT: Got to get to bed now ... so catch you later. Cheers!

Modifié par Lance Botelle, 17 octobre 2013 - 10:40 .


#94
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
Lance, tried downloading your rar file, but it reports as being corrupted and unable to open.

#95
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

ColorsFade wrote...

Lance, tried downloading your rar file, but it reports as being corrupted and unable to open.


Hi CF,

Thanks for the heads up about that link. It worked when I tried it yesterday, but that MediaFire service is really useless of late, so I don't think I'll be using it anymore to share file.

Anyway, try downloading from this link now (temporary link):-

https://www.dropbox....4t/override.rar


Also here (long term link):-

For this link, it shows all files contained in the override.zip, but if you choose File> Download (in the top left corner), then it downloads and saves as the one override.zip file, which you can unzip as a folder.

https://docs.google....dit?usp=sharing

Let me know how you get on.

Thanks,
Lance.

Modifié par Lance Botelle, 18 octobre 2013 - 10:22 .


#96
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
HI All,

I have also uploaded the OC override version as an optional download (OC DEMO) on the Nexus:-

http://neverwinter2....s/?id=832&pUp=1[/url]

Cheers,
Lance.

Modifié par Lance Botelle, 18 octobre 2013 - 11:12 .


#97
manageri

manageri
  • Members
  • 394 messages
Update: I've tested roughly the latter half of the OC now and the only creature I remember the hp bars not working for was the king of shadows. Based on that I'd say it's unlikely there are (m)any creatures in the first half these won't work for with the version Lance already posted, so it should be pretty much a complete and ready package for player use.

#98
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
Good to hear @manageri!

Silly as it sounds, the HP bars are almost enough to make me want to do the OC again.

But there's so much player made content I have to get to first!

#99
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

manageri wrote...

Update: I've tested roughly the latter half of the OC now and the only creature I remember the hp bars not working for was the king of shadows. Based on that I'd say it's unlikely there are (m)any creatures in the first half these won't work for with the version Lance already posted, so it should be pretty much a complete and ready package for player use.


Hi manageri,

I wonder if that is because the KoS uses (all) its own scripts. I suppose that is most likely and is why there is nothing to trigger the bars. Still, that's not a bad rate of return then considering it was a very quick upload. Image IPB

Good to hear.

Lance.

Hi CF: Did you ever manage to test the override scripts in your situation?

I also ask because I used the default scripts that came with the expansions, and I notice they are different from the first original campaign ones.

Lance.

Modifié par Lance Botelle, 21 octobre 2013 - 09:50 .


#100
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
I haven't tested it yet Lance.

I, too, used the default scripts from the MotB expansion and not the original OC. I think if someone only had the original OC it would probably break or crash the game, as there are different calls.

I would just notate your script set and say that the expansions must be installed.