mrdefender Posted December 2, 2005 Share Posted December 2, 2005 :'( I can't figgure out why this works one second but doesn't work the next??!?! http://user.jediarchives.ca/wristconsole17.zip is what I have so far for my upcoming release of wrist console 1.7. I had to make more dialogue files since the one file was so big it took forever just to add a new entry.... I use the following to launch the other dlg files DelayCommand(0.1, ActionStartConversation(GetFirstPC(),"wristconsole" , FALSE, CONVERSATION_TYPE_COMPUTER)); But for some wierd reason it works one minute then when I add more it stops working, both times I never changed more than the dialogue filename. I tried "defmod-replicator", it worked at the begining but then stopped working... I tried "defmod-party-atton", didn't work at all. I tried "party-atton", It sort of worked, the line for the player character was supposed to load the "party-player" file but it kept loading baodur's file... ARGH!!! I'm just totally lost in some sort of code blackhole. :'( Link to comment Share on other sites More sharing options...
Darth333 Posted December 3, 2005 Share Posted December 3, 2005 But for some wierd reason it works one minute then when I add more it stops working, both times I never changed more than the dialogue filename. I am not too sure by what you mean by "add more" Also make sure that your file names do not exceed 16 characters. Link to comment Share on other sites More sharing options...
mrdefender Posted December 3, 2005 Author Share Posted December 3, 2005 I meant add more script fields to other dialogue entries... I started out by adding script #1 defmod_benches 0 0 0 0 0 replicator (script, p1, p2, p3, p4, p5, string) and the replicator part of the dialogue file worked fine, I then moved on to other entries and added something like this: script #1 defmod_benches 0 0 0 0 0 party-atton and went to continue testing in-game, but now the replicator doesn't work nor does atton's party options, and all the other similar entries.... As far as I can see I havent exceeded the 16 character limit... are there restricted characters I should be aware of? So farr all I've used is a underscore or minus sign.... Link to comment Share on other sites More sharing options...
mrdefender Posted December 3, 2005 Author Share Posted December 3, 2005 Alrighty, now the "delay command" thing does work but for some reason kotor2/wristconsole/whatever still starts the wrong dialogue file. For example, If i select "access <fullname>'s option" it loads the bao-dur file... using the new bonus features accesses the replicator file. The only one that does work is the replicator (choosing the replicator option runs the replicator file) Here's the updated version, another support topic mentioned something about having to assign a command... example: DelayCommand(0.1, AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(),"partyplayer", FALSE, CONVERSATION_TYPE_COMPUTER))); http://user.jediarchives.ca/public/defmods/wristconsole17b.zip http://user.jediarchives.ca/public/defmods/defmod_benches17b.zip Link to comment Share on other sites More sharing options...
mrdefender Posted December 4, 2005 Author Share Posted December 4, 2005 Anyone? Link to comment Share on other sites More sharing options...
clydeski Posted December 4, 2005 Share Posted December 4, 2005 mr In the file defmod_benches.nss, the 1.7 ver 11/20/05. Look at lines 17 and 18 where you set nOption and nValue. They are both being set to the same parameter (= GetScriptParameter( 2 )). I'm guessing that for nValue it should be: int nValue = GetScriptParameter( 3); Could this be part of the problem? Good luck, neat tool. I've leaned a lot reading your scripts to figure out how you go things. Question for ya, is there anyway to change a dialogue based on the output of a script? Say the script outputs a number between 1 and 1000. Can I get the dialogue to tell me that number so it can be used to decide what dialogue selection to make? Thanks Link to comment Share on other sites More sharing options...
mrdefender Posted December 4, 2005 Author Share Posted December 4, 2005 mr In the file defmod_benches.nss, the 1.7 ver 11/20/05. Look at lines 17 and 18 where you set nOption and nValue. They are both being set to the same parameter (= GetScriptParameter( 2 )). I'm guessing that for nValue it should be: int nValue = GetScriptParameter( 3); Could this be part of the problem? I believe it was indeed part of the problem... but this is a very odd problem... After I fixed that nvalue, I tried the mod again and it still didn't work so I went back to the script, changed a few "if this number, do this" stuff and tried again, still didn't work, then went and changed the "if this..." stuff back to what it was and now it somehow made it work... I don't get it. It should've worked fine with that fix, but it didn't... I changed it, then changed it back and it started working... It's like that nvalue thing you mentioned fixed it.. technically, seeing as how after changing the stuff back is the only difference between that and the 17b script... Is this making sense to anyone? lol wristconsole17.zip wristconsole17b.zip wristconsole17c.zip defmod_benches.zip (17b & 17c) This is truly frustrating, It should've worked but it didn't, to fix it I had to change it to something else then change it back to the way it was for it to work :cry: Good luck, neat tool. I've leaned a lot reading your scripts to figure out how you go things. lol thanks Question for ya, is there anyway to change a dialogue based on the output of a script? Say the script outputs a number between 1 and 1000. Can I get the dialogue to tell me that number so it can be used to decide what dialogue selection to make? :| Well, I got some good news and some bad news... The good news is, I believe there is indeed a way to do this since I've seen alot of neat stuff from other modders... the bad news is, I'm not one of those modders lol :oops: You should start a new topic in this forum (holowan labs), you'll get lots of help from the better modders I'm sorry I can't help you more than that, I am still somewhat new at this whole scripting thing (but then, look how I forgot to define nValue lol :oops:) Link to comment Share on other sites More sharing options...
clydeski Posted December 4, 2005 Share Posted December 4, 2005 Hey MR What exactly is the problem anyway? I downloaded and compiled 17c and stuck it in my override and tried it out. I don't calim to have tried every option but everyone I tried worked. The only thing I had to do was delete the old version I had in my inventory and than add the new 17c version. I also had to adjust the wristconsole.uti to make sure it was pointing to the correct line in my spells.2da. Once I did it worked like a champ. Maybe you have an out of date version in you inventory that is firing the wrong scripts and dialogues? I only tried the 17c version not the b version. Not sure from your description which is the current version which does what you want. Stop banging your head on the wall bud, I think your getting close or are there. Link to comment Share on other sites More sharing options...
mrdefender Posted December 4, 2005 Author Share Posted December 4, 2005 Technically, I always have the older version, I just modify the one I have in my override folder and it eventually comes out as the new/next version. I've been doing so ever since version 1.0 lol The frustrating problem I kept having occured when I tried to access either the replicator, bonus features, or one of my party member's options (each have their own dialogue file, and each party member have their own file aswell).... Either the file never loaded (by all accounts it should've loaded just fine) or loads the wrong file.. What is even more frustrating is that not all of them worked at the same time. I could get the replicator work and bonus work but not party, and replicator and bonus kept loading the oposite file (replicator ran bonus, bonus ran replicator). And, ofcourse, everything was supposed to load just fine while looking at the scripts and the dialogue files, but it just didn't want to lol. It's like having 10 keys for the same exact car but none of them could open the door. Link to comment Share on other sites More sharing options...
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