Modifié par DJ Doc, 25 mars 2010 - 11:59 .
How to get your mod to play nice with Awakening
#1
Posté 25 mars 2010 - 05:19
#2
Posté 25 mars 2010 - 07:02
#3
Posté 25 mars 2010 - 11:07
Proleric1 wrote...
Something wrong with that link...
You might like to add to the compatibility page.
I've been using the toolset for a long time now and that compatibility page is the most complicated thing I've ever read lol.
#4
Posté 25 mars 2010 - 11:08
http://social.biowar...2404/blog/3644/
DJ Doc,
I'm curious. If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?
Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).
Modifié par JackFuzz, 25 mars 2010 - 11:23 .
#5
Posté 25 mars 2010 - 11:58
Yes they would but I use the gda/script yadayada to spown my items into the player inventoryJackFuzz wrote...
Here is the direct link to the blog:
http://social.biowar...2404/blog/3644/
DJ Doc,
I'm curious. If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?
Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).
Didn't work for me I guess that's because an addin needs a context to run ...
#6
Posté 25 mars 2010 - 09:22
DJ Doc wrote...
Yes they would but I use the gda/script yadayada to spown my items into the player inventoryJackFuzz wrote...
Here is the direct link to the blog:
http://social.biowar...2404/blog/3644/
DJ Doc,
I'm curious. If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?
It's just cheap insurance that they do spawn, since if the items and script are set to Core Game Resources, they should work without the second script and gda.
Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).
Didn't work for me I guess that's because an addin needs a context to run ...
I tried this back when I first started my class pack, and I couldn't get it to work either.
By the way, this will help me get the Awakening compatibility patch for my class built. :happy:
#7
Posté 26 mars 2010 - 07:44
I also removed the recent comment about extending core resources, in the light of this discussion. In any case, we wouldn't want mods that are about DAO and Awakening to affect community campaigns - the blog method achieves that.
#8
Posté 26 mars 2010 - 08:17
The obvious one - mentioned several times recently - is to make the item a core resource.
However, if I've understood correctly, it's also possible to include the item template in both campaigns, which is potentially cleaner.
More generally, if the Compatibility section of the wiki seems over-complicated, please feel free to simplify the language - after all, it's a public document.
#9
Posté 26 mars 2010 - 08:17
Modifié par Proleric1, 26 mars 2010 - 08:19 .
#10
Posté 27 mars 2010 - 12:38
Proleric1 wrote...
I've also mentioned two possibilities for sharing items between campaigns when existing characters are imported.
The obvious one - mentioned several times recently - is to make the item a core resource.
However, if I've understood correctly, it's also possible to include the item template in both campaigns, which is potentially cleaner.
That's true, just look at the Bioware promo items for awakening as an example they include 2 dazips one for Origins one for Awakening
#11
Posté 29 mars 2010 - 09:50
I have a question regarding your script. Its quite different from the generic way of adding items.(werikk's script) But I notice no plot flags inquiry. How does your script work, how does it know not to keep adding the items everytime you walk into a new area?
#12
Posté 29 mars 2010 - 09:59
mutantspicy wrote...
DJ Doc,
I have a question regarding your script. Its quite different from the generic way of adding items.(werikk's script) But I notice no plot flags inquiry. How does your script work, how does it know not to keep adding the items everytime you walk into a new area?
This bit of code here:
for(x = 0; x < GetArraySize(rFileNames); x++)
{
sTags[x] = ResourceToTag(rFileNames[x]); //gets all the tags
from your file names
oItems[x] = GetObjectByTag(sTags[x]);
//turns the tags into objects
//change the 1 to the
amount of the item you want spawned
if(!IsObjectValid(oItems[x])) {
UT_AddItemToInventory(rFileNames[x], 1, GetHero() ,
sTags[x] );
};
};
Notice that he checks to see if the item is valid, which means your character already has it; if the character does not have it, then it is added to the inventory.
#13
Posté 29 mars 2010 - 10:15
Thanks alot.
#14
Posté 29 mars 2010 - 11:00
#15
Posté 30 mars 2010 - 03:20
I created 3 pcrscr's
1 - 2000002, any, oracle_script
2- 2000000, bhm600ar_fade_harrowing, oracle_plot_reset
3 -2000001, cam100ar_camp_plains,oracle_plot_reset
Oracle script looks like, DocDJ's script with a plot wrapper around it. You may thinks its redundant, and it is but thats what makes it work..
#include "utility_h"
#include "wrappers_h"
#include "plt_oracle_plot"
void main()
{
if ( WR_GetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG ) == TRUE )
return;
{
string[] sTags;
object[] oItems;
resource[] rFileNames;
// Gear
rFileNames[0] = R"oracle_a.uti";
rFileNames[1] = R"oracle_b.uti";
rFileNames[2] = R"oracle_c.uti";
int x;
for(x = 0; x
{
sTags[x] = ResourceToTag(rFileNames[x]); //gets all the tags from your file names
oItems[x] = GetObjectByTag(sTags[x]); //turns the tags into objects
//change the 1 to the amount of the item you want spawned
if(!IsObjectValid(oItems[x]))
{
UT_AddItemToInventory(rFileNames[x], 1, GetHero() , sTags[x] );
WR_SetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG, TRUE );
}
}
}
}
oracle_plot_reset looks like :
#include "utility_h"
#include "wrappers_h"
#include "plt_oracle_plot"
void main()
{
if ( WR_GetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG ) == FALSE )
return;
{
WR_SetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG, FALSE );
}
}
Essentially what this does, is reset the plot flag to false at a couple of points, one being the fade for a mage start up. And the other being the party camp. The problem with that is it will load up your inventory with a copy of the item every time you enter camp. So by include Doc DJ's script, it adds a bit of redundancy, so that even if you enter camp and the plot flag gets set to false, if the item is already in your inventory it doesn't get added.
Modifié par mutantspicy, 30 mars 2010 - 03:40 .
#16
Posté 30 mars 2010 - 03:35
Modifié par mutantspicy, 30 mars 2010 - 03:36 .





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