Did i miss a command?
Extreme frustration with toolset to game transition
#1
Posté 31 janvier 2010 - 07:18
Did i miss a command?
#2
Posté 31 janvier 2010 - 11:53
Just take the guide and check if you don't done something wrong (i bet you forgot something in the swap script)
#3
Posté 01 février 2010 - 12:25
post the script and we can look it over together
what type of robe were you editing?
#4
Posté 01 février 2010 - 12:41
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == True )
return;
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch ( nEventType )
{
case EVENT_TYPE_MODULE_LOAD:
{
UT_AddItemToInventory(R"cousland_sword.uti", 1);
UT_AddItemToInventory(R"warden_robe_survivor.uti",1);
WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
break;
}
default:
break;
}
}
Not sure what i havent dne abve that'll get the second item in. Copyed directly from weriKK. The robe was a Senior Enchanter model/material. i wasnt actually editing a current robe.
Modifié par Clova, 01 février 2010 - 12:42 .
#5
Posté 01 février 2010 - 01:22
I'm not sure what you mean by the Core Game File. Did you try exporting your add-in from the toolset? That would put the items in the correct folder for your add-in. To be absolutely certain, you could select just the problem item and export it without dependent resources.
#6
Posté 01 février 2010 - 01:32
What i meant by COre Game Resources was the module where it would be. I did try to export without dependant resources from the toolset, and deleted all the xtra stuff from the toolset folder in the proper DA file.
#7
Posté 01 février 2010 - 01:48
#8
Posté 01 février 2010 - 02:12
Edit: Found these errors. ive always had the campaign issue one, but these other 2 are new
E: 20:21:22 - Could not get script resource information.
W: 20:21:22 - No starting area specified for campaign.
I: 20:21:22 - Compile failed
E: 20:21:22 - my_event_handler.nss - my_event_handler.nss(6): Variable defined without type (while compiling var_constants_h.nss)
Modifié par Clova, 01 février 2010 - 02:22 .
#9
Posté 01 février 2010 - 10:45
#10
Posté 01 février 2010 - 01:21
#11
Posté 01 février 2010 - 02:47
#12
Posté 01 février 2010 - 02:56
Clova wrote...
#include "utility_h"
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == True )
return;
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch ( nEventType )
{
case EVENT_TYPE_MODULE_LOAD:
{
UT_AddItemToInventory(R"cousland_sword.uti", 1);
UT_AddItemToInventory(R"warden_robe_survivor.uti",1);
WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
break;
}
default:
break;
}
}
Not sure what i havent dne abve that'll get the second item in. Copyed directly from weriKK. The robe was a Senior Enchanter model/material. i wasnt actually editing a current robe.
Did you see that '6' in the parentheses? That means look at line six of your code.E: 20:21:22 - my_event_handler.nss - my_event_handler.nss(6): Variable defined without type (while compiling
Look at the two different versions of the word "true" that I have made bold. You should probably change the top one to all caps, and try again.
#13
Posté 01 février 2010 - 04:31
I dont have said items already, as i force loaded, saved, reactivated addon, the loaded game again. Nothing in there whatsoever
Modifié par Clova, 01 février 2010 - 04:33 .
#14
Posté 01 février 2010 - 05:05
The problem is that the plot flag is already set, so it won't give you the item again.Clova wrote...
that fixed the error, but now neither item appears in inventory.
I dont have said items already, as i force loaded, saved, reactivated addon, the loaded game again. Nothing in there whatsoever
You can put a line in to clear the plot flag, recompile, load the game to get your items, then take that line out of the code again.
The way you are doing it is not, IMO, the best way since it gives you no ability to replace the item if it gets lost or destroyed. My preference is to use the console to run a command that gives me the item.
What you could do is create another script, which you run from the console, that clears the plot flag. That way, you can leave your addin as is, and only use the console to clear your plot flag if you want to get another copy of the two items.
#15
Posté 01 février 2010 - 05:14
Then, all you need to do is type "runscript clova_plt_flag_clear" from the console whenever you want to clear the plot flag. Of course, if you want to do that, you may as well make a new script named "clova_give_stuff", with the following:#include "utility_h"
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, FALSE );
}
Then, you just do "runscript clova_give_stuff" from the console whenever you want the items added to your inventory.#include "utility_h"
void main()
{
object oItem = UT_AddItemToInventory(R"cousland_sword.uti", 1);
oItem = UT_AddItemToInventory(R"warden_robe_survivor.uti",1);
}
The way you're writing your script is fine for distributing to other players, but it has a chance of leaving them unable to replace the items if lost.
#16
Posté 01 février 2010 - 07:05
You mention running this form the console. Like Ingame?
Gotta say, as frustrateing as it is finding out issues with code, its fascinateing/fun as well
Modifié par Clova, 01 février 2010 - 07:23 .
#17
Posté 01 février 2010 - 08:52
http://dragonage.wik...om/wiki/ConsoleClova wrote...
ah ok. thank you very much!
You mention running this form the console. Like Ingame?
Gotta say, as frustrateing as it is finding out issues with code, its fascinateing/fun as well
#18
Posté 01 février 2010 - 09:11
#19
Posté 01 février 2010 - 09:25
Clova wrote...
ugh...ok, i may be just extremely dense here but is the daorigins i see in bin_ship the same as daorigins.exe?
Yes, that's the executable.
#20
Posté 01 février 2010 - 09:46
#21
Posté 02 février 2010 - 01:05
Modifié par Clova, 02 février 2010 - 01:09 .
#22
Posté 02 février 2010 - 01:21
#23
Posté 02 février 2010 - 04:16





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