logo logo

 Back to main page

The NWNX Community Forum

 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 
Search found 135 matches
nwnx.org Forum Index
Author Message
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 17:25   Subject: GetFactionID
lol...i know Razz

or just put them in corners of a 16x16 area
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 17:12   Subject: GetFactionID
thats a good testing idea there. place all the known factions in a large area and then just loop thru them. I will do that so that i can do that function using NWNx. Especially cause i have 2 versions ...
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 16:25   Subject: GetFactionID
i actually have not made any factions at all to date. still early for that. What would i need to set the faction to to use this? I want to make a Hostile faction. just your basic hostile creature fact ...
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 15:57   Subject: GetFactionID
that is correct. and potentially finding a function that is not working right? we shall see


but im just ahppy the whole system works fine. especially when this is fixed, but i could result to not ...
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:52   Subject: GetFactionID
it does slightly. but i was hoping that thru the nwnx function i would not have to reference the hostle creature vs anything. So i could just run the GetFactionID and if it is a certain faction, retur ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:21   Subject: JumpToLimbo
virusman i love you for this. IT WORKS!!!.. i wil have to test things a wee bit, but you clearin up my misunderstanding on them creatures not being in the area was the kicker

you sooooooo get menti ...
  Topic: GetFactionID
Extreme

Replies: 13
Views: 15687

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:17   Subject: GetFactionID
*hopes he can ask before virusman leaves*

is STANDARD_FACTION_* the correct varaibles in this function?

*Hopes virusman doesnt plot his death*
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:14   Subject: JumpToLimbo
then that was my misunderstanding. i thought they were still in the area and firing scripts.

it sounds like i can just remove the removal and then it works perfectly
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:12   Subject: JumpToLimbo
so, it sounds like once they are in limbo, there are no actuall creatures left in the area. And the area just is a sea of local objects.

I had this working before i got the loop to grab all the cre ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:10   Subject: JumpToLimbo
i assumed that when the creature is jumped to limbo, that the creature would be removed from the areaGetIsObjectValid returns false only when an object does not exist in the game at all.

i think i ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:07   Subject: JumpToLimbo
the goal is to ahve an area with the creatures placed and not in the pallette. then cycle thru the area and store the creatures in limbo and have it so that they are ready to be pulled several times o ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 14:02   Subject: JumpToLimbo
I thought it was said that once they are put in limbo, they are still in the area. Which kinda kills my purpose. I want to avoid an area that has all the creatures and thri scripts firing and have the ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 13:58   Subject: JumpToLimbo
weird...now they are not there.

this is not putting them there
void StoreCreatures( object oArea)
{
if(!GetIsObjectValid(oArea) || (GetArea(oArea) != oArea& ...
  Topic: JumpToLimbo
Extreme

Replies: 31
Views: 30352

PostForum: Scripts and Modules   Posted: Wed Nov 19, 2008 13:45   Subject: JumpToLimbo
Should creatures that are put into limbo thru this function appear in the DM Client under Limbo?
  Topic: Setting up pwobjdata
Extreme

Replies: 9
Views: 10550

PostForum: Database related   Posted: Tue Nov 18, 2008 21:24   Subject: Setting up pwobjdata
well i knew i could plug in the string fine. i was just worried about the unicode due to that not being in the pwdata code i used
 
Page 1 of 9 Goto page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next
All times are GMT + 2 Hours
Jump to:  


Powered by phpBB © 2001, 2005 phpBB Group