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Grasping questions about gen00pt_generic_actions


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#1
FollowTheGourd

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Hi,

So I was looking over how the SP module starts chargen, and it led me to wonder how much of the gen00pt_generic_actions plot is actually used by the core game. I recall the old demo module problem of not being able to exit combat mode to leave the inn that was probably related to the plot GUID bug, probably this in specific gen00pt_generic_actions.nss:  case GEN_PC_IN_COMBAT.

However, I can't seem to find where anything would actually read that GEN_PC_IN_COMBAT plot flag. Maybe I didn't export enough of the scripts, but that logic seems like it might be in placeable_h with a "GetGameMode() == GM_COMBAT" check, which in turn has the game mode set to GM_COMBAT in rules_core based on perception events.

Any prod in the right direction would be appreciated - I'll admit that I should probably experiment more, too.

Modifié par FollowTheGourd, 20 janvier 2010 - 08:41 .


#2
Craig Graff

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Some parts more often than others, naturally.

The generic actions are generally used in conversations. There was a time when the player could initiate conversation with their party member which is possibly when I made that flag. Still, it can still be useful quickly handling a triggered bark with an npc - which is how it is used in the main campaign.

#3
FollowTheGourd

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Thanks, that makes sense... I suppose originally a party member response like "Not now, can't you see I'm a little preoccupied?!" The barks, too.

Modifié par FollowTheGourd, 21 janvier 2010 - 06:46 .