Upcoming Campaign: Return of the Exile
#26
Inviato il 21 settembre 2013 - 12:16
#27
Inviato il 23 settembre 2013 - 09:20
#28
Inviato il 24 settembre 2013 - 01:22
Modificata da Eguintir Eligard, 24 settembre 2013 - 01:23 .
#29
Inviato il 24 settembre 2013 - 02:56
#30
Inviato il 24 settembre 2013 - 03:20
#31
Guest_Iveforgotmypassword_*
Inviato il 24 settembre 2013 - 07:01
Guest_Iveforgotmypassword_*
But if they're optional and somebody on the vault whinges because they don't meet their serious expectations of how an evil ogre wizard should sound you can just tell them to get f***** because they put the file in themselves.
#32
Inviato il 24 settembre 2013 - 09:01
#33
Inviato il 24 settembre 2013 - 11:19
I guess I got some work ahead of me. The annoying thing is that most these things I know how to solve, but it's quite depressing to see that so many things don't work as I want them.
#34
Inviato il 25 settembre 2013 - 03:10
#35
Inviato il 25 settembre 2013 - 03:50
From memory, I think OnPCLoaded is for the entire module, while OnClientEnter might be for individual areas (although I could be mistaken).
#36
Inviato il 25 settembre 2013 - 01:06
Specifies a script to fire once the player has been fully loaded into a module. This event is similar to OnClientEnter, but guarantees the player can be assigned actions.
I would try that swap of the script to this script for sure because I dont remember client enter doing anything right because the status bar was still loading when things were being attempted. AVOID MATEY!!
#37
Inviato il 01 ottobre 2013 - 12:12
By the way, does anyone know if pictures custom tga pictures for cutscenes or intro video can be thrown in the campaign folder or need to be in an override? I mean for the player... I used them from the override.
#38
Inviato il 01 ottobre 2013 - 12:23
Eguintir Eligard wrote...
On PC Loaded Script:
Specifies a script to fire once the player has been fully loaded into a module. This event is similar to OnClientEnter, but guarantees the player can be assigned actions.
I would try that swap of the script to this script for sure because I dont remember client enter doing anything right because the status bar was still loading when things were being attempted. AVOID MATEY!!
I've had no trouble with OnClientEnter. Although admittedly I tend to delay things for about a second to be on the safe side. OnEnter is certainly to be avoided though, if you want to add actions to a player's action queue as soon as they enter an area. It has serious prematurity issues.
I use OnPCLoaded only if I want to do something once as soon as the module begins. You have to set a global 'Done' variable to prevent it from running again when reloading from a saved game though.
#39
Inviato il 01 ottobre 2013 - 04:57
andysks wrote...
So I think there will be no voices, at least for the first chapter. The work to cut them and edit them is just too much at this point, and I'd like to release this one so I can start with chapter two.
By the way, does anyone know if pictures custom tga pictures for cutscenes or intro video can be thrown in the campaign folder or need to be in an override? I mean for the player... I used them from the override.
Pictures go into your campaign folder, the video into the movies folder.
PJ
#40
Guest_Iveforgotmypassword_*
Inviato il 01 ottobre 2013 - 07:58
Guest_Iveforgotmypassword_*
#41
Inviato il 01 ottobre 2013 - 09:22
There is a door, which is locked. I have placed a bell outside, with a convo. When you click it they say entrance is forbidden. There is someone of course that can give you entrance, so when you talk to the bell after you meet him, there is an option in the convo that I met this guy, allow me entrance. The door says ok and should be unlocked. I use ga_lock and it doesn't work. I tried it on the NPC line, and on the PC line. Also on the END DIALOGUE line. Nothing. I have another instance like that somewhere else, which works fine. That one though, happens when you click the door, and the convo owner is an i-point, not the bell. Anyone had problems which ga_lock before?
#42
Inviato il 01 ottobre 2013 - 11:02
#43
Inviato il 05 ottobre 2013 - 12:39
#44
Inviato il 05 ottobre 2013 - 12:57
#45
Inviato il 05 ottobre 2013 - 02:09
I also need to figure out how, or simply look into works that already use the chapter system. What I mean is:
Chapter one has three modules in a campaign. When I start working on chapter two, I assign the next modules to the same campaign, but it gets released later. How does one continue or start from chapter one if he didn't play it yet? All these things are quite new to me, and I don't know if I need to arrange them from now, or when I start working on chapter two.
Modificata da andysks, 05 ottobre 2013 - 02:14 .
#46
Inviato il 05 ottobre 2013 - 03:02
I've also seen modules where you have the option of selecting the chapter at the beginning. "Dark Waters" and "A Hunt Through the Dark" come to mind as modules that use this system, if you want to check them out.
#47
Inviato il 05 ottobre 2013 - 04:44
#48
Guest_Iveforgotmypassword_*
Inviato il 05 ottobre 2013 - 06:58
Guest_Iveforgotmypassword_*
By making the landlord's conversation a campaign one it will be changed every time you release a new instalment as it will be overwritten by the one in new campaign folder.
#49
Inviato il 05 ottobre 2013 - 07:40
#50
Inviato il 05 ottobre 2013 - 09:06
I gave no option to jump around my odules but I had no cliffhangers. Becuase I took 8 - 10 months to make each i tried to make them stand alone stories It was not till the last two that I started to pull all the main thread together. that meant that, to a degree, people could jump into the earlier modules as separate entities.
If the end of the first module is critical to the second then a recap cutscene may help or simply make the players play it again. How long is the first module and how long till the second come out?
PJ





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