This is the best and the worst toolkit I have ever seen
#1
Posté 11 septembre 2013 - 12:49
I guess this is my rant of frusteration after several years of trying to learn this thing and get it to do what I want.
After a break from trying to create Al-Qadim I tried some other game toolkits. I keep coming back to this one and I don't know why. I try to do a simple thing such as trigger a conversation when the PC opens a door and the trigger doesn't fire. But if I go and look where the trigger worked fine in my interior area I see no difference. I used to think I wasn't experienced enough to make things like this happen. O always knew there were bugs but I have cared too much about what I could do and not about what I can't do. I see where I have made things happen before and then fall hard finding that I cannot recreate the same effect someplace else. I've seen people accomplish what I want to accomplish, but for me it doesn't happen! It doesn't happen because this is the worst toolset I have ever seen! lol!
But it's not just the situation of a door failing to respond correctly to the somewhat obscure script gp_talk_door. It's everything that involves being able to create some of the places I dream about. It's about creating places that exist nowhere on this planet and then trying to make a fun adventure in them and then realizing I'll never being able to share it with anyone.
I hate this toolkit and whats worse is it might be the best toolkit ever. Why do I keep coming back?
Arrrrrrgggggg! frusteration!
#2
Guest_Iveforgotmypassword_*
Posté 11 septembre 2013 - 03:04
Guest_Iveforgotmypassword_*
I've only ever used the Fallout 3 toolset to make my own area to get things from and I loved making 3d ruins with all different lighting and effects. I was going to make a module with a mad raider companion but making conversations was really really difficult so I gave up and settled for my raider ran drug lab/ medical centre/ weapons factory and ammunition dump instead.
I think all toolsets have things that are difficult compared to others but the thing I like the most about the NWN2 one is the ease of making conversations and therefore being able to write stories, and the secret to using this toolset for me is using what it already has and not trying to make it do what you want.
People might like manipulating it or changing things but I'm not really that interested and would far rather write around problems and that's why I don't really get frustrated with the toolset at all. This also enables me to make modules very fast and keep the creative process flowing rather than getting bogged down in a world of scripts for two weeks trying to make my bard play the drum with one hand and the flute with the other whilst sitting on the bar in the tavern watching the barmaid dancing.
If my door didn't talk I'd just put a speak trigger on the floor owned by a hidden rat and move on to the next area.
#3
Posté 11 septembre 2013 - 06:31
As far as the door you're probably right about it needing to be locked it's just that if it isn't the door then it's something else.
I wanted originally to fire off a conversation with a static camera looking in through gate doors once they open.
But I probably have been too rigid with my use of the toolset. I try to be flexible but it seems like it kills the mood or spirit from which the story flows.
#4
Posté 11 septembre 2013 - 08:26
koundog1 wrote...
But I probably have been too rigid with my use of the toolset. I try to be flexible but it seems like it kills the mood or spirit from which the story flows.
I can sympathize with this. It's fun to tell the story/create the game you want, and stretch and bend the toolset to make it work. Once you've mastered the basics, though, there's a tendency to just to tell the story that the toolset lets you tell.
If you keep with it, though, you'll reach a place where you can draw your inspiration from the toolset itself, the possiblities you see and how you could build a story around them. Then things flow with a lot less frustration.
In general, though, Electron is an odd, misbegotten creation. Aurora had a clear purpose as a 3D DnD module maker, but when it's limits became too appearant (graph-paper exteriors), they tacked on some extra capabilities. But the toolset, and moreso the scripts, are filled with bits and pieces stretching all the way back to 2001, things that never quite worked right and were pasted over with new kludgey solutions that fail a little bit less often.
Parly because it's such an open, kludgey, mess, it's also the most versitle toolset out there. All the more rationally designed toolsets try to keep things simple and keep the user from doing anything too dangerous.
#5
Posté 12 septembre 2013 - 01:38
For painted-down triggers it'd be GetEnteringObject for an OnEnter script.
For usable placeables or doors, GetLastUsedBy retreives the user for an OnUsed script (or an OnOpen script for a door), while GetClickingObject retrieves the user for an OnClick script (which runs as soon as you click on something, instead of waiting for the character to run up to it).
For locked doors, you might want to fire the script from the OnFailedToOpen script slot. It's useful for starting a conversation with the door that explains something about a special lock, or asks you to enter some sort of code or speak a password to open it.
#6
Posté 12 septembre 2013 - 08:21
#7
Posté 12 septembre 2013 - 01:10
The door situation is fixed I used yet another speak trigger coupled with a open door script in the conversation. It achieved what I needed but like I said it's just so frustrating running into so many bumps.
If it's not something small like the door then it is something big like making my bridge cross-able. You lay down walkmesh helpers then you lay down walkmesh cutters then you decide to scrap it and just raise the ground to where its barely underneath the bridge. Then you can't get past the fact that you compromised on something you really wanted in the environment.
The environment is the last thing I'd expect to have problems with, but it just goes to show this is the worst toolset I've ever been so fortunate to use!
By the way Password, do you still have that script that makes a "bard play the drum with one hand and the flute with the other whilst sitting on the bar in the tavern watching the barmaid dancing."???
lol!
Dann, I have used the locked door script to fire a speak trigger. Thats why I was so frusterated before because it seemed to work fine there but when I wanted a conversation to start when I opened a gate it wouldn't work. In the scene I'm using; it wouldn't make sense for the gate to be locked. But it works fine just a little bump when I have a very long story to implement.
I don't like running into these kinds of problems when I'm not even past my prologue. I'd understand if I were in Act I or Act II but I'm just trying to get off my feet in the prologue.
Andysks, good luck with your mod. I've stared at the ceiling a lot too. We'd probably agree that the electron toolset helps us get to sleep. I've taken so many naps thanks to this piece of work.
#8
Guest_Iveforgotmypassword_*
Posté 12 septembre 2013 - 02:52
Guest_Iveforgotmypassword_*
void main ()
{
Getnpcthatwontbehave = badnpc
Destroy(badnpc);
Setplayer use imagination;
}
It works for doors too but you have to change the first line to Getdoor etc.
#9
Posté 12 septembre 2013 - 03:38
How to do almost whatever you want with a walkmesh. kamalpoe.blogspot.com/2012/08/making-walkmesh-and-ground-be-two.htmlkoundog1 wrote...
If it's not something small like the door then it is something big like making my bridge cross-able. You lay down walkmesh helpers then you lay down walkmesh cutters then you decide to scrap it and just raise the ground to where its barely underneath the bridge. Then you can't get past the fact that you compromised on something you really wanted in the environment.
By the way Password, do you still have that script that makes a "bard play the drum with one hand and the flute with the other whilst sitting on the bar in the tavern watching the barmaid dancing."???
lol!
Handle pretty much all your environmental ai needs, musicians for each instrument, several varieties of dancers, etc, all completely via pre-written heartbeat scripts: nwvault.ign.com/View.php
For non-"standard" settings such as al-Qadim, it's not so much a problem of geography (the toolset does deserts just fine), as lack of placeables (particularly buildings, but also general stuff) for different cultures.
#10
Posté 12 septembre 2013 - 08:37
Thank Kamal, you know I get so worried about playing too much with the walkmesh. You make a good point of backing up files which is why now I've created templates of areas.
You know the non standard setting hasn't turned out to be as much of a problem as I cried about 6 months ago. Then when I lost my skydome and a couple of standard textures somehow fiddling with my hak pak I decided to take a break.
So, I've been using RWS_adobe. I don't think anyone could realize the potential in some of these tiny placeables had they not been as obsessed with this project as I have been. Which is one reason why this is the best toolset ever. Im tempted to post some pics of the spiraling minarets I created using simple household items but I'll hold out and use it as incentive for me finishing. So yeah, this is the best toolset ever, but I loathe it!
I can build beautiful Arabian cities finally and I can take an inventory item that brings up a .tga map allowing the player to not have to run to every location if they don't want to, and then I can say it is a magic flying carpet and it seems to all work until I test the mod! I can combine haks to allow hatsplosion and adobe building, slithering Nagas and gelatinous cubes. I can finally complete the hak I need to make everything I think I will need and then I can get into the toolkit and find textures missing. I have finished dialogue that spans for nearly three acts with a journal taboot but I think I will have to re write it because I can't do half the things I wanted it to do. It's all there but I can't do it! I hate this thing. But its so cool too.
This might be insanity. But to preserve my dignity I will call it art instead.
#11
Posté 12 septembre 2013 - 09:43
Also...always post pictures...pictures inspire other authors.
#12
Posté 12 septembre 2013 - 11:23
#13
Posté 13 septembre 2013 - 12:15
Details on Huzuz found here:
Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara), p. 63-69. TSR, Inc.
This is at the beginning of the game. Players will actually leave here and go to their family's home in Halwa. Halwa is a little more dusty and austere, but it has a bustling trade because its where the Al-Badia nomads and Al-Hadhar city folk merge. It is also experiencing some steep political upheaval which is where your character comes in.
Anyway, Halwa is detailed here:
Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara), p. 58-60.
Basically, your PC is returning home at a bad time. The good news is that if he makes it through these tough times and helps his hometown then he will eventually become a mighty corsair traveling the seas and finding stranger and more wonderful islands than what you might have remembered in:
A Genie's Curse. Strategic Simulations Inc., Cyberlore Studios, 1994.
I like trilogies and there is probably too much for three titles but I don't have any business talking about that since title one hits so many bumps. Its pathetic, I've been at this, off and on, for almost seven years trying to learn this thing.
Modifié par koundog1, 13 septembre 2013 - 10:28 .
#14
Posté 13 septembre 2013 - 09:05
#15
Posté 13 septembre 2013 - 09:24
but yeah, it's the only one out there.





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