Script Importing

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Teric neDhalir
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Script Importing

Post by Teric neDhalir »

I think I may have discovered a rather evil "feature" of the toolset. I have been making new creatures and importing their scriptset, or using things from the abr release, or exporting things from a test mod and importing them into my main mod. In all of these cases what is happening is that although scripts' names are displayed in their property window when you drop down the menu to choose a script no script is highlighted. This appears to mean that no script is assigned. I have been puzzling over why I'm not getting any working conversations from several NPCs: I've now assigned acf_cre_onconversation even though it was already displayed in the list and they are working. This may explain why the combat AI seems to be broken so badly... If you've got problems with something not behaving as expected try checking that a script is actually assigned.

TnD

PS I relinked all the ALFA default scripts to a creature and exported them as a script set and that is now working correctly when you re-import.
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AcadiusLost
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Post by AcadiusLost »

This appears to be a toolset oddity- importing blueprints like the ABR creatures seems to break their association with their event scripts- as desctibed, they are still listed, but not really "linked".

Importing a script set to those blueprints will restore them to proper functionality- with the ACR release I included script set files to do just that- they are best placed in the /program files/atari/neverwinternights2/nwn2toolset/script sets folder, so they come up immediately when you try to import scripts to associate via the properties pages.

acf_cre.xml - for filling in creature scripts

acf_plc.xml - for filling in placeable scripts

acf_trg.xml - for trigger event scripts

acf_doors.xml - for door event scripts

These are bundled with the sourceforge release of the ACR, so freely available here: http://sourceforge.net/project/showfile ... _id=228057

Hope this is helpful.
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ç i p h é r
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Post by ç i p h é r »

Did you have the requisite scripts in the module when you imported the ABR blueprints? I think others have mentioned this before actually. Not sure if it's a Toolset oddity or a problem with the external ERF builder we've been using.
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Teric neDhalir
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Post by Teric neDhalir »

ç i p h é r wrote:Did you have the requisite scripts in the module when you imported the ABR blueprints? I think others have mentioned this before actually. Not sure if it's a Toolset oddity or a problem with the external ERF builder we've been using.
I don't think it's just an ALFA thing. As I said originally I've got problems with creatures from several different sources. No problem tho' - I'll just go through the mod and check every creature and blueprint again. Ha. Hahaha. Hahahahahahahahaha. *Is taken away by kindly nurses*
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AcadiusLost
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Post by AcadiusLost »

Just select all the creature blueprints, open "properties" (wait 5 min for it to come up), then "Import Properties", "Import script set", select acf_cre.xml - and bam, they're all updated.

Though you way want to save an alternative scriptset that applies your morale and/or flocking scripts (those still call the ACR functions as well?) and use that instead.

Cipher: the problem existed with the ABR creatures (which didn't include the acf_cre scripts in the erf), but was also observed when they did get exported and imported to a new module with scripts attached, at least back when I did my testing (a few patches ago).
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