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Why isn't this working?


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8 réponses à ce sujet

#1
K Kin

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It bugs me to hell when random stuff I've been using for ages just doesn't work..

 

I've used jump_players for a lot of quests and other scenarios, but this time it isn't working and everything's in it's place.

 

 

I activate my item, asks me if I wish to teleport, and I click ok, which should then teleport me to the waypoint I've given below;

 

8b2b62141a.png

 

Properties of the way point (there's 100% no spelling mistake);

 

f66a6d07ce.png

 

This is the first time I've used it on a conversation from activating an item though, but I just can't believe that could be the problem :s

 

I went to my other conversations which include jump_players, and they work fine.



#2
Tchos

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Is the destination waypoint in a baked, walkable area within the same module?



#3
K Kin

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Is the destination waypoint in a baked, walkable area within the same module?

 

1) It's baked + walkable area

2) It's not in the same area, but it's in the same module.



#4
kevL

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Did you try bWholeParty=1

the other var, bOnlyThisArea, does nothing btw. But, with bWholeParty=0 a JumpToObject() command is assigned without Clearing Actions, so the fact that PC is still in conversation might be conflicting. So try =1, which uses JumpPartyToArea() instead


ps. Tested in conversation from item-initiated dialog (tag-based) and it worked -- both within an area and between areas.



#5
kevL

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oh, it might matter whether you have it on a PC-node or an NPC-node, and also if there's an empty node after the call



#6
K Kin

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Did you try bWholeParty=1

the other var, bOnlyThisArea, does nothing btw. But, with bWholeParty=0 a JumpToObject() command is assigned without Clearing Actions, so the fact that PC is still in conversation might be conflicting. So try =1, which uses JumpPartyToArea() instead


ps. Tested in conversation from item-initiated dialog (tag-based) and it worked -- both within an area and between areas.

 

 

oh, it might matter whether you have it on a PC-node or an NPC-node, and also if there's an empty node after the call

 

Sigh, I just tried these now and they don't work :/

This is so stupid lol



#7
Dann-J

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You could try deleting the waypoint or ipoint you're jumping to and recreating it. Sometimes objects get corrupted in the toolset, and no matter how correctly they're set up they still refuse to behave.



#8
K Kin

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Right, Now I'm seriously confused..

 

I took your advice Dann, even though I did re-do the waypoint.

 

What's happening now is;

 

1) I pick up my scroll.

2) I use it, it teleports me to the waypoint (going through a waypoint).

3) I use the debug mode to give myself 10 more scrolls, and then they don't work.

 

 

Going to place 2 scrolls on the floor, and see if they'll both work.

 

It's good that the first time I try it works, but it's a shame the other scrolls don't work.



#9
K Kin

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Ok after the final test, it's working.

 

The problem was, the second time I kept testing, it was scrolls I used from the debugmode, i.e.

 

Debugmode 1 > giveitem [item name]