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Followers/Companions partypicker issue!!


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31 réponses à ce sujet

#1
BlackHeart85

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Have a problem with partypicker i have made a new follower to my game and then i talk to her in-game and add her to party she dosent show up in the partypicker screen and i have followed wiki tutorial and need help on this so plz help me.

#2
Proleric

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The tutorial works, so you've probably made a small mistake somewhere. For example, a typo in the tag in the 2DA, script or waypoint. Double-check everything! If you really can't see what's wrong, you could post your tables and scripts here.

#3
BlackHeart85

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well i have check everthing and haven't miss a thing exept this script



#include "utility_h"



void main()

{

event ev = GetCurrentEvent();

int nEventType = GetEventType(ev);

switch(nEventType)

{

case EVENT_TYPE_PARTYMEMBER_ADDED:

{

object oFollower = GetEventObject(ev, 0);

SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); //Allows the follower to gain XP

AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); //Ensures follower appears at PC's location.

SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE); //Adds follower to the active party

break;

}



}

}



were should i put this?? in same script as



case EVENT_TYPE_MODULE_GETCHARSTAGE:

{

// Overlay the existing stage with my stage

// "my_char_stage" is the resource name of the overlay area

// "partypicker" is the name of the default GDA

SetPartyPickerStage("my_char_stage", "partypicker");

break;

}



its says that i have to put first one in module script.

#4
BlackHeart85

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#include "utility_h"



void main()

{

event ev = GetCurrentEvent();

int nEventType = GetEventType(ev);

switch(nEventType)

{

case EVENT_TYPE_MODULE_GETCHARSTAGE:

{

// Overlay the existing stage with my stage

// "my_char_stage" is the resource name of the overlay area

// "partypicker" is the name of the default GDA

SetPartyPickerStage("my_char_stage", "partypicker");

break;

}

case EVENT_TYPE_PARTYMEMBER_ADDED:

{

object oFollower = GetEventObject(ev, 0);

SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); //Allows the follower to gain XP

AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); //Ensures follower appears at PC's location.

SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE); //Adds follower to the active party

break;

}



}

}



is my module script

#5
Proleric

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In SetPartyPickerStage, the first parameter needs to be the actual resource name of your custom party picker area. "my_char_stage" is just an example.

#6
BlackHeart85

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yeah but i made duplacte of char_stage that i named my_char_stage. and wot ID number have to be in gda files the id i use now is 57 for my follower.

#7
Proleric

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57 should work.

As a fine point, to reduce the risk of future conflict, some of us have staked a claim to reserved ranges, so you might want to choose a higher number eventually.

I guess you've already checked everything for typos, especially in the follower tag (which may be different from the resource name), so it may be time to get some diagnostics in game.

The problem is likely to be one of the following:

  • The hiring script isn't setting the status correctly.
  • The waypoint char_xxxx (where xxxx is the follower tag) doesn't exist.
  • Your M2DA hasn't merged correctly.
You could add a conversation option to the follower to run the following script (after you've been through the hiring discussion and the empty party picker):
void main()
{
object oFollower = OBJECT_SELF;
string sMessage = "Follower=" + GetTag(oFollower) + " ";
if (GetFollowerState(oFollower) != FOLLOWER_STATE_ACTIVE) sMessage=sMessage+"Status incorrect / "; 
if (!IsObjectValid(GetObjectByTag("char_" + GetTag(oFollower)))) sMessage = sMessage + "No waypoint found / ";
if (GetM2DAString(73, "Tag", 57) != GetTag(oFollower)) sMessage = sMessage + "not in party_picker 2DA / ";
if (GetM2DAString(250, "Tag", 57) != GetTag(oFollower)) sMessage = sMessage + "not in PartyPicker 2DA / ";
DisplayFloatyMessage(GetHero(), sMessage, FLOATY_MESSAGE, 0xff0000, 20.0);
}

You should see a diagnostic message on the player.

#8
BlackHeart85

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so i can add this script to conversation to check if anything is wrong?? and i have add a waypoint named char_vana (creature's/followers and i have write a m2da that stood on wiki turorial.

#9
Proleric

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Yes. Make a new script with the contents I posted above. Make a new player line in the follower conversation - it can say anything (e.g. Test) as long as it's the last line in the conversation. Under Plots & Scripting > Action > Script, select the new script. Talk to the follower after the party picker and select this new line to get the diagnostics.

#10
BlackHeart85

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the diagnostics say this Follower=vana Status Incorrect / no waypoint found / not in party_picker 2DA / not in PartyPicker 2DA/

#11
Proleric

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Can you post your hiring script? It's not setting the follower status correctly, which is one reason the follower doesn't appear in the party picker.

The other reason is that the waypoint char_vana is not visible to the game. Can you double-check that it exists in my_char_stage, and that my_char_stage is in your export folder?

I made a mistake with the M2DA table numbers - try this script:

void main()
{
object oFollower = OBJECT_SELF;
string sMessage = "Follower=" + GetTag(oFollower) + " ";
if (GetFollowerState(oFollower) != FOLLOWER_STATE_ACTIVE) sMessage=sMessage+"Status incorrect / "; 
if (!IsObjectValid(GetObjectByTag("char_" + GetTag(oFollower)))) sMessage = sMessage + "No waypoint found / ";
if (GetM2DAString(113, "Tag", 57) != GetTag(oFollower)) sMessage = sMessage + "not in party_picker 2DA / ";
if (GetM2DAString(158, "Tag", 57) != GetTag(oFollower)) sMessage = sMessage + "not in PartyPicker 2DA / ";
DisplayFloatyMessage(GetHero(), sMessage, FLOATY_MESSAGE, 0xff0000, 20.0);
}


#12
BlackHeart85

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#include "utility_h"



void main() {



object oFollower = GetObjectByTag("party_vana"); //Use CreateObject() if the creature isn't present in the module yet



UT_HireFollower(oFollower); //Hires the follower



SetPartyPickerGUIStatus(2);



ShowPartyPickerGUI(); //Shows the Party Picker; necessary for the follower to gain XP



}



hiring script (changed tag name to party_vana)

#13
Guest_templarioseco_*

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im having the same problem. we could use some help ...please :)!!!

#14
Proleric

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OK we found the first problem. Your hiring script is looking for the tag "party_vana", but the diagnostic script shows that the tag on the resource is actually "vana". The tag needs to be identical - that goes for the waypoint name and M2DA entries, too.

#15
BlackHeart85

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yes but i changed tag name and all to party_vana instead

#16
Proleric

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The diagnostic report says the tag on the follower resource is vana, not party_vana. If you're sure that you changed the follower resource in the toolset to party_vana, try exporting all your custom resources without dependencies again, just to be sure the game is seeing the latest versions.

#17
BlackHeart85

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now it says "Follower=party_vana status incorrect / no waypoint found"

#18
Guest_templarioseco_*

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i think i found the problem! the .gda file MUST have the same name on the script and on the override/toolsetexport folder!!

i used a file named "partypicker_" so in the script the name is "partypicker"

and i think that if your file is named "mypartypicker_" the name on the script should be "mypartypicker"



Hope this helps, if you found any problem, please tell me!

#19
BlackHeart85

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my .gda then i talk to my follower van and choose tes it says "Follower=party_vana status incorrect / no waypoint found" it have to do something with the waypoint in char_stage

#20
Proleric

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OK so the good news is that your GDA (M2DA) files are fine. The waypoint needs to be called char_party_vana.

#21
BlackHeart85

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i got her on partypicker but the animation dosent work now :-S

#22
BlackHeart85

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AddAnimation: 840 - hand chop or frustration and RemoveAnimation: 825 - nodding

#23
Proleric

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Yes, the tutorial hints that some animations don't work - I found that some of the examples given are no good. I just played around until I found ones that did. I'm using 801 (arms crossed exit) and 919 (sit ground enter). The complete list is in ANIM_base.xls. I wonder whether the first one has to be an exit and the second an enter, but I haven't tried that out.

#24
raikwolf

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i believe this tutorial are actually useless XD...when i edit something by myself it usually works but when i try to do it by the tutorial it won't work :S

#25
JR_ANGELO_BR

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I used your script and it worked fine. There is only one thing I would like to change. When the stage opens, the follower is already hired. So, the animation is not showed at the first time. The follower appears posing at the end of the animation. Indeed, if we fire and hire the follower inside the stage, the animation works fine. Isn't it possible to have the stage working as it does in the game? That is, the follower appears at the stage "un-hired", then we chose the follower, then the stage shows the animation and the followers’ portrait is selected.