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Trigger placement, Global Vars, and Editing the .git file


Blubber

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First the Trigger's, ist it possible to add them per script, the tut says it hast to be done in the git file, but that it should be put in some area file. I have no Idea how to create such a file. If there is a scripting way it would be much better.

 

Second is there something special about them. I have Problems changeing there values. So what i did was adding them in the globalcat.2da and used the SetGlobalBoolean and GetGlobalBoolean function. For some Vars it works for other's not.

Is there anything i missed ?

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Originally posted by Blubber

First the Trigger's, ist it possible to add them per script, the tut says it hast to be done in the git file, but that it should be put in some area file. I have no Idea how to create such a file. If there is a scripting way it would be much better.

Unfortunately the CreateObject function does not suport Triggers (because of the need to specify their geometry I suspect). So that means you have to edit the .git file's TriggerList or look for another means of firing your script.

Second is there something special about [Global variables]. I have Problems changeing there values. So what i did was adding them in the globalcat.2da and used the SetGlobalBoolean and GetGlobalBoolean function. For some Vars it works for other's not.

Is there anything i missed ?

If the globals are defined in globalcat.2da as Booleans (and placed in your override folder and then the game is launched) -- you should be able to Set/GetGlobalBoolean with your scripts effectively. If not, you may need to debug your script using the SendMessageToPC function. Also, if you are using subfolders in your TSL Override folder, make sure there isn't another copy of globalcat.2da in one of them... That's all I can think of.
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Well it doesn't work. I want to set the global Var

601DAN_OfficerF_Killed

to True if the NPC dies, so i attached the following on death script after hours of failed testing with the on user define death event:

void main(){

 

SetGlobalBoolean("601DAN_OfficerF_Killed", TRUE);

SendMessageToPC(GetFirstPC() , "Scriptondeath fired");

ExecuteScript("k_def_death01",OBJECT_SELF);

}

 

The Message appears in the Feedback screen. But if i check the global var with the following script, (has some more if clauses for other globals so the important part here only) the global ist still FALSE.

 

void main{

 

int officerfkilled = GetGlobalBoolean("601DAN_OfficerF_Killed");

object oPC = GetFirstPC();

 

string officerkilledfmessage;

if (officerfkilled){

officerkilledfmessage = "Female Sith Killed";

}

else{

officerkilledfmessage = "Female Sith NOT Killed";

}

 

SendMessageToPC(oPC, officerkilledfmessage);

 

}

 

Maybe there is a scripting mistake, but i can't see it.

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Doesn't look like scripting mistake to me, so it leaves globalcat.2da

 

Make sure the variable is actually "Boolean" type.

Make sure you have unique row number.

 

I don't remeber if the naming and script references are case-sensitive (don't think so), but just in case, make sure you spell it exactly as it appears in the 2da file.

 

Finally, Make sure your globalcat.2da in Override folder and that there are no other versions of globalcat.2da present.

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Boah after lots of testing i'm guessing about the reason. I think that the global had Problems with to much or to few charachters after, bzw. before an "_". Hopefully i will have no problems with that anymore. And now i discovered my next problem with the git file. I extracted the hole 601Dan rim, edited the git file to add my trigger and created a .mod file with kt and put that in my override, but if i want to enter the area now, the screen stays dark.

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Well now the game crashes if i enter the Area, first i put my 601DAN.mod in the module folder, but then i recognized that the trigger doesn't exist, so i extracted the the git file again, saved the cam list, added my trigger again. reimported the camlist and created a new 601DAN.mod file, but now the game crashes.

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Add the 601DAN.are, the module.ifo file, and the entire contents of 601DAN_s.rim to the .mod.

 

(and you may want to also rename 601DAN.rim to 601DAN_save.rim to be sure there's no conflict, though I think .mod files oveeride .rim files.)

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I did that before and finally it works now. I had to extract all dialogs of that module from the erf and add them also. And i created a new git file, it seems that the old had a mistake in it.

Thx to all who helped me solving this problem.

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