Initial ACR release?
Moderators: ALFA Administrators, Staff - Technical
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
Inital reports back from Teric have spotted a few things I've missed (placeable event script set), so I'll get those to Indio separately and add them to the main release.
Cleric spells should restore when using the Holy symbol, but it should not be required to cast them- that part was from something external Indio had going on his server, pre-ACR.
With regard to disabling permadeath- I could probably script up a rez lever to put in the morgue for the quick fix while leaving the core systems intact. I'll look into it.
Cleric spells should restore when using the Holy symbol, but it should not be required to cast them- that part was from something external Indio had going on his server, pre-ACR.
With regard to disabling permadeath- I could probably script up a rez lever to put in the morgue for the quick fix while leaving the core systems intact. I'll look into it.
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
Hmm, missed this by a few minutes. I'll look into the ABR door thing and see where things mismatch. In the meantime, I've sent Teric the placeable scripts that were missing (they've been included in the official release)
edit: looking over this briefly- ABR doors were released unofficially before we got things going on the repository, so things are a bit jumbled with them. It appears the "missing" scripts are for the OnDisarm and OnUsed events- I'll hunt around for them and see about offering an erf and script set file to help get them functional for people until they get "officially" released via sourceforge.
edit: looking over this briefly- ABR doors were released unofficially before we got things going on the repository, so things are a bit jumbled with them. It appears the "missing" scripts are for the OnDisarm and OnUsed events- I'll hunt around for them and see about offering an erf and script set file to help get them functional for people until they get "officially" released via sourceforge.
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
Hi, not tested everything yet, but a couple of queries;
- Placed lots of ABR placeables but "using" them doesn't seem to do anything. I had assumed chairs would be sittable...??
- PC is being saved every couple of minutes... I assume this is some sort of Vault functionality?
- Sometimes get text "You are 40m away" (or something like that) in chat window.
- Is creature AI in? If it is I can't see how to assign any behaviours...
Cheers,
TnD
- Placed lots of ABR placeables but "using" them doesn't seem to do anything. I had assumed chairs would be sittable...??
- PC is being saved every couple of minutes... I assume this is some sort of Vault functionality?
- Sometimes get text "You are 40m away" (or something like that) in chat window.
- Is creature AI in? If it is I can't see how to assign any behaviours...
Cheers,
TnD
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
We haven't yet written any "sitting" code to account for variable creature sizes and chairs, but we should invoke the basic sit action at a minimum. Just a small oversight on our part.
The periodic save is intentional. It's scheduled to run every 10 minutes from the time the PC logs in. Saves also occur after a rest. We can replace the auto save function with a "save now" option somewhere if it's preferred.
Not sure what the "40m away" text is. Sounds like debug messaging. Creature AI should be in, yes. It's stock AI.
The periodic save is intentional. It's scheduled to run every 10 minutes from the time the PC logs in. Saves also occur after a rest. We can replace the auto save function with a "save now" option somewhere if it's preferred.
Not sure what the "40m away" text is. Sounds like debug messaging. Creature AI should be in, yes. It's stock AI.
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
ç i p h é r wrote:We haven't yet written any "sitting" code to account for variable creature sizes and chairs, but we should invoke the basic sit action at a minimum. Just a small oversight on our part.
Oversight? It's a chair, for heaven's sake.![]()
Creature AI should be in, yes. It's stock AI.
Right. Backtracking through the code to acr_creature_i the function called in acf_cre_onspawnin just fires the default Bioware spawnin script, right?
How do we assign custom scripts to creatures and still have them "ALFA compatible"? Is the plan to have a new spawnin script (for example) that takes parameters from local variables like the other acf stuff?
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
As I understand it, the "sit" thing is rather more complicated than it sounds- I've got some from the Vault that work, but you have to choose the right sized stool for your PC, or nothing happens.
I'm sure it's do-able, it's on "the list" of things to do.
With regards to custom scripts: set them up much like we used to with NWN1 custom scripts- copy the existing script with a new name, tweak as you like. The intent, as I understand it, is to integrate a better AI down the line which should be pretty customizable, though it seems OE is already upgrading the default AI (for 1.05), and I believe Jasperre is making an Advanced AI system for NWN2- so that may also be an option to fit into the back end. The OE scripts are being called on the backside to give a base level of functionality for testing purposes. (until we put them in, the monsters wouldn't fight back, hah). I believe there is actually a fair bit you can do with the default behaviours depending how you set your local variables on the creature, but you'll have to hunt the base scripts for the scattered documentation on that.
If you decide to invest some time to work out how to get them walking waypoints, doing ambient animations, wandering, etc- let us know what you find out so we can disemminate the knowledge. I know Indio has patrolling guards on 003, not sure if that's vault content or base OE resources.

I'm sure it's do-able, it's on "the list" of things to do.
With regards to custom scripts: set them up much like we used to with NWN1 custom scripts- copy the existing script with a new name, tweak as you like. The intent, as I understand it, is to integrate a better AI down the line which should be pretty customizable, though it seems OE is already upgrading the default AI (for 1.05), and I believe Jasperre is making an Advanced AI system for NWN2- so that may also be an option to fit into the back end. The OE scripts are being called on the backside to give a base level of functionality for testing purposes. (until we put them in, the monsters wouldn't fight back, hah). I believe there is actually a fair bit you can do with the default behaviours depending how you set your local variables on the creature, but you'll have to hunt the base scripts for the scattered documentation on that.
If you decide to invest some time to work out how to get them walking waypoints, doing ambient animations, wandering, etc- let us know what you find out so we can disemminate the knowledge. I know Indio has patrolling guards on 003, not sure if that's vault content or base OE resources.
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
You should do one of two things for custom scripting:
1. add the code right into the relevant acf_* file loaded in your mod
2. add the code in a separate script in your mod and invoke it from the relevant acf_*
You won't be able to overwrite ACR scripts with local versions once we distribute them via HAK. This is largely to prevent the sorts of messes we saw in NWN1.
Please take a moment to read some important information about scripting with ACR in our Wiki article.
Thanks.
1. add the code right into the relevant acf_* file loaded in your mod
2. add the code in a separate script in your mod and invoke it from the relevant acf_*
You won't be able to overwrite ACR scripts with local versions once we distribute them via HAK. This is largely to prevent the sorts of messes we saw in NWN1.
Please take a moment to read some important information about scripting with ACR in our Wiki article.
Thanks.
Chairs:
http://nwvault.ign.com/View.php?view=NW ... tail&id=22
I had installed this into my first build of the OAS (not in it currently I don't think). It functioned easily, but the race specific chairs are problematic, and now with resize-able PCs there is yet another problem with them. I vaguely recall another source for chair scripts that didn't involve race specific chairs but I haven't been able to find it anymore.
[edit]
Found this, haven't tested though:
http://nwvault.ign.com/View.php?view=NW ... tail&id=43
http://nwvault.ign.com/View.php?view=NW ... tail&id=22
I had installed this into my first build of the OAS (not in it currently I don't think). It functioned easily, but the race specific chairs are problematic, and now with resize-able PCs there is yet another problem with them. I vaguely recall another source for chair scripts that didn't involve race specific chairs but I haven't been able to find it anymore.
[edit]
Found this, haven't tested though:
http://nwvault.ign.com/View.php?view=NW ... tail&id=43
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
Allright, looked into the Doors situation, it appears I had an older version of them than the Release one, so the acf_door_* scripts I bundled in the 0.01 ACR are not the correct ones.
How should we handle upgrades to the ACR resources like this? Certainly I could replace the acr_01.erf with an acr_02.erf, but then anyone upgrading will have to click "yes" on the overwrite for everything, which is nonideal. I could also make a 0.01_0.02_upgrade.erf, but things start to get complicated keeping at all straight.
Probably best to bank up a few upgrades together as well, before we release again.
Thoughts?
How should we handle upgrades to the ACR resources like this? Certainly I could replace the acr_01.erf with an acr_02.erf, but then anyone upgrading will have to click "yes" on the overwrite for everything, which is nonideal. I could also make a 0.01_0.02_upgrade.erf, but things start to get complicated keeping at all straight.
Probably best to bank up a few upgrades together as well, before we release again.
Thoughts?
Can objects be resized in game by scripts?
Just wondering if the chair problem could be solved by placing chairs as non-interactable, then having the sit function provided by an invisible object that automatically resizes to suit the size of the PC clicking on it.
Just wondering if the chair problem could be solved by placing chairs as non-interactable, then having the sit function provided by an invisible object that automatically resizes to suit the size of the PC clicking on it.
*** ANON: has joined #channel
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
I think it would probably be best not to bundle in the ABR files with ACR releases, reason being we are already releasing those independently so builders can build while we develop. It might therefore be best to just add a blurb in the instructions about downloading the latest versions of ABR (most already have them) so builders can make the most use of the ACR systems. Do you feel like there is a compelling reason to do otherwise, AL?
The base module package will offer a fully integrated system, for those that want such a thing.
Mayhem, yes creatures can be scaled on the fly. I'm not sure that other objects can, but what you suggest is the essence of what needs to be done. Neither AL nor I have really looked at it yet though, but one of us eventually will.
The base module package will offer a fully integrated system, for those that want such a thing.
Mayhem, yes creatures can be scaled on the fly. I'm not sure that other objects can, but what you suggest is the essence of what needs to be done. Neither AL nor I have really looked at it yet though, but one of us eventually will.
