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SoS (Need help with one modual script) Nwn2 coder needed


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#1
colubragens

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Hi guys,

 

I just got back into NWN2 SCRIPTING, I was good at one time; but i cant remember crap! I found a mod with extreme potential. It is a teleport script like Soul reaver where you can teleport to a duplicat spirit realm, and Then back again! The mod author vanished after the vault site was taken down! Their is only one script to fix! three files readme, modual, and the erf script! The copy is located here on my server.

 

http://colubragens.o...AULT/readme.zip

 

The error shows up when i try to compile the erf script in the toolset. If any advanced scripter can help me out it would be super cool. If you know some one who can help please pass the zip around!

//This script is the base script that is used to deal with the spirit walker abilities.
//Players with this tool will be able to travel between the realms as a spirit walker,
//for generally pure awesomeness reasons. Nothing more.
#include "x3_inc_string"
void main()
{
    object oPC = GetItemActivator();
    if(!GetIsPC(oPC)) return;

        //So lets run this script based on the current location of the player. If the local int is set to 1. Then they are in
        //the spirit realm. If it is set to 0 they are in the normal human realm. Simples.
        if(GetLocalInt(oPC,"SPIRIT_WALKER") == 0) { // Human Realm.
            object oArea = GetArea(oPC);
            object oTag = GetObjectByTag("SP_"+GetTag(oArea)); //All Spirit realms simply have SP_ added to the front of the tags.
            vector vTest = GetPosition(oPC); //This gets the current locaton by vector points of the player.
            location lLoc = Location(oTag, vTest, 90.0); //This creates a new location at the specified position.
            ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_DEATH_L),oPC);
            AssignCommand(oPC,ActionJumpToLocation(lLoc));
            SetLocalInt(oPC,"SPIRIT_WALKER",1); //Set the local so it knows the player is in the spirit realm.
        }
        else if(GetLocalInt(oPC,"SPIRIT_WALKER") == 1) { //Spirit Realm.
            object oArea = GetArea(oPC);
            object oTag = GetObjectByTag(StringRemoveParsed(GetTag(oArea),"SP_"));
            vector vTest = GetPosition(oPC); //This gets the current locaton by vector points of the player.
            location lLoc = Location(oTag, vTest, 90.0); //This creates a new location at the specified position.
            ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_DEATH_L),oPC);
            AssignCommand(oPC,ActionJumpToLocation(lLoc));
            SetLocalInt(oPC,"SPIRIT_WALKER",0); //Set the local so it knows the player is in the spirit realm.
        }
}

Thanks so much!



#2
Psionic-Entity

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What error shows up? If it's lacking the x3_inc_string include you can just replace line 23 with:

string sArea = GetTag(oArea);
object oTag = GetObjectByTag(GetStringRight(sArea,GetStringLength(sArea)-3));

And then remove the call to the include.



#3
colubragens

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well I gave it a try, and it compiled It!

 

no errors ; but when i load it it wont switch between the two areas!

I cant locate the issue! Maybe there are more things that need to change before it can work.

 

If you guys download the zip, and load it up just to see if its works I can then determine if its just my toolset, or the mod itself!

 

thanks for posting



#4
kamal_

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You have a correctly tagged spirit realm map.

 

Put in some debug statements to see what's happening, what the variables are, etc.



#5
kevL

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found a version of 'x3_inc_string.nss' here:
http://crewstopia.go...erride/include/

go nuts.. :P



#6
rjshae

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The StandardAttemptAreaTransition call in ginc_transition relies on jumping to an object. If jump to location doesn't work, try placing a temporary Ipoint at the destination and jumping to that, then cleaning up the Ipoint with a delayed function call.

 

You might also try doing a ClearAllActions before the jump.



#7
Tchos

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You may find placing an ipoint frustrating if you don't account for the extraneous space in the resref, but spawning a waypoint would work just as well for this purpose, and have a marginally lower overhead, too.  I only spawn ipoints if I need to attach scripts to it, or make it talk or cast spells.



#8
colubragens

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Thanks for all the advice!

 

found a version of 'x3_inc_string.nss' here:
http://crewstopia.go...erride/include/

go nuts.. :P

the file helped no more errors when compiling!

It just wont shift between the two! This is beyond my skill to fix arghjhh!! I eally wanted to use the script for a base script on The nightmare lands of ravenloft. I was going to modify the code to add more features but if i dont have the working base then theirs no point; unless i can find a alternative script! Oh i fixed the spirit realm area SP_ spiritrealm tag. He must have overlooked that error!

It sucks that ign took down their nwn site because thats where i got the download! argggg or in the movie rainman " VERN V-E-R-N VERN!"



#9
kevL

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I took a look. Looks like the name of the .NSS/.NCS files are not following standard tag-based scripting protocol ...

rename the "spirit_tool" files to "i_spirit_tool_ac"


note i created my own areas, was having problems with those in the .Zip, got my ducks in a row and it worked np.



#10
rjshae

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It sucks that ign took down their nwn site because thats where i got the download! argggg or in the movie rainman " VERN V-E-R-N VERN!"

 

There are backups of most of the old IGN Vault content. If you need something, you can post a request here. (It helps if you know the old nwvault ID, which can be found in the URL.)



#11
colubragens

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I took a look. Looks like the name of the .NSS/.NCS files are not following standard tag-based scripting protocol ...

rename the "spirit_tool" files to "i_spirit_tool_ac"


note i created my own areas, was having problems with those in the .Zip, got my ducks in a row and it worked np.

can you upload a zip of your corrected NSS/.NCS and the other files to me via my ftp server?!

 

here is the link to my ftp server http://www.colubrage...bb2/ftp/ftp.php

 

host= 75.149.3.177

user= nwn2

Password= nwn2

default values for everything else

 

If you have any problems uploading let me know!

thanxxxx a bunch guys!



#12
colubragens

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There are backups of most of the old IGN Vault content. If you need something, you can post a request here. (It helps if you know the old nwvault ID, which can be found in the URL.)

Hey guys i also found this! this is spooky! I wonder if ign knows that this creature archived the site?! Oh thanks for the request link.

i managed to save 78% of the mods so if you guys need a mod let me know. I would upload all of them to my website but i dont have alot free time.



#13
colubragens

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http://web.archive.o...content=scripts



#14
kevL

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here's the module directory.

https://dl.dropboxus...odule_140727.7z


The only things you'll need from it, in your own module, are the .UTI and the script. And the rule about "SP_" ....

- make sure to remove the old stuff first, to prevent conflicts or general confusion



ps. regarding Vault:
http://forum.bioware...-the-nwn-vault/
http://forum.bioware...ult-dead-again/



#15
kevL

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note to builders: I couldn't get a visual effect to play from the activation script using ApplyEffectOnObject(oActivator)

ApplyEffectAtLocation() worked, though -- i think the former conflicts somehow with the item-property, Activate Item ... the PC seems to be busy doing his 'casting' animation



#16
colubragens

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here's the module directory.

https://dl.dropboxus...odule_140727.7z


The only things you'll need from it, in your own module, are the .UTI and the script. And the rule about "SP_" ....

- make sure to remove the old stuff first, to prevent conflicts or general confusion


 

THANK YOU FOR THE FILES! The files are seprate. I was  hoping that someone could combine those files and upload the actual MOD file. That way i can study the changes, and how they work. I tried The only things you'll need from it, in your own module, are the .UTI and the script. And the rule about "SP_"  didnt work. If you can post the mod file with everything combined together that would bd beyond cool!



#17
Tchos

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That is a mod file, in directory form.  Extract it into a folder in your module folder, and use the toolset option Open Directory.  A mod file is the same thing, but packaged into a single, uncompressed file.  It's easier to work with as a directory.



#18
rjshae

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I wonder if ign knows that this creature archived the site?!

 

Yes.



#19
kevL

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the module directory can be turned into a .Mod file

 

Put it in your MyDocs...\modules

then Simply save as ... and the toolset asks if you want to turn it into a .mod ...

 

good luck sir,



#20
colubragens

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That is a mod file, in directory form.  Extract it into a folder in your module folder, and use the toolset option Open Directory.  A mod file is the same thing, but packaged into a single, uncompressed file.  It's easier to work with as a directory.

 

Holy crap! I never knew that!!!

 

the module directory can be turned into a .Mod file

 

Put it in your MyDocs...\modules

then Simply save as ... and the toolset asks if you want to turn it into a .mod ...

 

good luck sir,

 

called me sir?! well i am goinhg on the big 40 in jan! LOL Oh your script kicks a__! It will take me some time to study the code

 

Thanks everyone for the help! It worked no problem. i was trying to combine the files in an erf file and upload it to the mod. LMAO!!

 

P.s. if you have any websites I will display your half banners on my website just let me know



#21
Tchos

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Well, we all have links in our signatures, but I don't think any of us use banners anymore.  ;)



#22
rjshae

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P.s. if you have any websites I will display your half banners on my website just let me know

 

Well you could always link to the Neverwinter Vault site; that kind of feels like our final refuge these days...



#23
colubragens

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oh, no need for banner it takes a thumbnail of site! i will check the links out so i can give them a brief over view.  I get traffic out the ying yang.



#24
colubragens

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Hey,

 

I  searched the forum for a certain file that i had a while ago! "csf framework!" The tool is a must I thought they had their own sight but the dont! does anyone have a copy hopefully a newer stable copy?



#25
rjshae

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Version 1.2 is now available. I don't know if there was a later version.