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Talking to a ladder (and a hatch) to move between modules.


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#1
Jackson Flynn

Jackson Flynn
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 Hey guys...
it's been a few years since I did any modding, and since I've dropped on some free time, i decided to dig out my toolset and have a play.

Here's the rub.
I have a large city as the base mod of a campaign, and rather than using World Map transitions for all my mods that attach to the base, I want to open up a sewer system beneath the city that is accessed by various hatch (placebable) points in the main mod, and vice versa.

This is probably dead simple and I'm just setting the properties incorrectly...

I'm no scripter, so have used Lilacs Souls tool to create a script that OnUsed opens a convo that contains the optioons to either ignore the ladder or fire the ga_load_mod with the relevant parametres for the WP in the target mod.

The problem I'm having is that the hatch (which is set to "useable", has the relevant script in "OnUsed" and the relevant convo attached) is that while it registers as useable via the "Z" key etc, when I click to use the bugger, nothing happens.

Like i say... it's probably easier than falling over, and I did similar in another campaign i did years ago, but i can't for the life of me figure what I'm doing.

I would prefer it if there were a way tyo do this without having to write any script and simply rely on the toolsets defaults, that way I'll be able to work out how to expland on it... I know scripting is a language I'll neevr get my head round, so i need the "For Dummies" talk through.

Any help would be greatly appreciated.

#2
Jackson Flynn

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Just for reference, the "hatch" is from the RWS Pocket Ships hak, "plc_ps_hatchdn".
The ladder (which is situated in the sewer mod) is from the same and is "plc_ps_shipsladder".

I don't know if the transitions are even viable cos I just can't work out how to get the darned hatch to talk to me!

Do I need an (almost) invisible creature immobilised in a corner somewhere with the convo attached to him, or something?

#3
kamal_

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So I'm understanding this correctly, is sewer is in a different module than the city surface?

#4
Jackson Flynn

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Yeah.
The sewer is a big interior area called t4_asewer_main, which is situated in a mod called t4_sewer, and maps directly beneath the city area, which is called t1_atasskurr_main in a mod called t1_tasskurr. They both sit within the same campaign, though at time of going to press the sewer is a blank canvas with nothing beyond a walkmesh, a ladder and a waypoint, (oh, and a start location).
This evening I'm going to temporarily attach the transition convo to an NPC, and check its viability. I just want to click on the trapdoor/hatch, and have it open a NWN1 style convo to offer the transition option.

hope that makes more sense.

#5
Tchos

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Talk to any placeable by putting "gp_talk_object" into its On Used slot, make sure the placeable has more than 0 hit points, and it's set to Usable, and not set to Static. Set it to Plot so it won't be destroyed, leaving you without a way to transition. Assign the conversation that should fire in the placeable's Conversation slot.

#6
Jackson Flynn

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I'll try that straight away.
I tried that script, and it didn't work....
...BUT...
I didn't check the hit points. They were on zero!

#7
Jackson Flynn

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Sweet, so the convo is firing now.
But I now seem to be having issues with the actual transition.

I'm using ga_load_mod from the conversation action gui. I'm including the mod's name (as per its tag in the properties) and the unique waypoint in that mod.
Both mods are using the same campaign settings, (as is evidenced by the shared resources in the campaign drop downs on the Blueprints).

Are there other setups I'm missing?
It feels like it should work, and once again, I'm probably forgetting something really obvious...

(Gods, I used to know this stuff off the top of my head...)

#8
Jackson Flynn

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Sorry... forget all that.
I suddenly realised upon double checking that the .mod name had one less "_" than the tag...
I was suing the tag name instead of the full name of the file minus the ".mod"

All sorted, and working, now.

#9
kamal_

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Good, and welcome.

ga_load_mod should do it, but I see you already sorted it.