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Need help with a workaround for "GetVoiceset"

 
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ashtefere



Joined: 01 Oct 2010
Posts: 4

PostPosted: Fri Oct 01, 2010 7:11    Post subject: Need help with a workaround for "GetVoiceset" Reply with quote

I know this function exists for NWN1 with NWNX2, but I cannot determine if this function exists in NWNX4.

I have looked here for the last couple days and cant find a list of functions in NWNx4.

If there isnt, I was wondering if there was a similar function I could hijack (for example, get value from BIC file) that will allow me to "get" the voiceset in use by a character.

I have been tearing my hair out trying to get my extended voicesets to work, and its a nightmare.

I cant find an SSF editor that will add extra voicechats to a standard ssf, so I have to use a script to "call" the voice chat by appending the name of the voice chat to the name of the soundfile and running a playsound on it.

Does anyone have any ideas?

Thanks

-Ash
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Fri Oct 01, 2010 16:35    Post subject: Reply with quote

You could always use nwnx_leto or nwnx_ruby+nwn-lib to query the voiceset of a character.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Sat Oct 02, 2010 1:17    Post subject: Reply with quote

That would work for NWN1, but the OP is asking about NWN2 Smile

I could rig up a quick xp_funcs with a GETSOUNDSET method, if necessary, but if anyone has a better idea before I get around to that, fire away.
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ashtefere



Joined: 01 Oct 2010
Posts: 4

PostPosted: Sat Oct 02, 2010 2:50    Post subject: Reply with quote

NWN2 has ALWAYS need a "getsoundset". Obsidian just didnt listen or didnt think it was necessary to add in such a simple query.

I assume its just a value in the bic file?

What I have been trying to do for a workaround is hook into the chargen screen and do a
Code:
OnLeftClick1=UIButton_Input_SetCharGenInfo("CHARGEN","DEITY","SOUNDSET_LISTBOX")


However, not matter what I do, I cant set any data from the selected item in the "SOUNDSET_LISTBOX".

The only thing that seems to work with it is the playsoundsample function.

Spent days on it now, so Zebranky, if you could do that and give me a brief bit of info (or just links) to what I need to do to install it on my server, I would bow down to you like a good little religious zealot.

-Ash
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Sat Oct 02, 2010 5:20    Post subject: Reply with quote

It's certainly in the bic, so xp_leto would probably do the trick. However, it's about time I made a working NWNX4 plugin of some sort, so: http://www.mercuric.net/nwn/nwnx/xp_funcs.dll

Test script:
Code:
void main()
{
  object oPC = GetLastUsedBy();
  int pc_objid = ObjectToInt(oPC);
  int soundset = NWNXGetInt("FUNCS", "GETSOUNDSET", "", pc_objid);
  SendMessageToPC(oPC, "soundset: " + IntToString(soundset));
}


Quick and dirty, but it should do the trick.
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<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for?
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ashtefere



Joined: 01 Oct 2010
Posts: 4

PostPosted: Sat Oct 02, 2010 10:00    Post subject: Reply with quote

Oh wow you work fast.

So... how do I install that into my server? Which NWNX4 package do I use/etc?

I have always been meaning to install it but never got around to it.

Thanks

-Ash

EDIT:

Nvm, just installed and unzipped NWNX4, then set the ini files. Then I put XP_FUNCS in the same folders as the others, and everything is working.

You sir, are a god damned legend.

/bow in reverence.

-Ash
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Sat Oct 02, 2010 15:07    Post subject: Reply with quote

Glad to hear it's working Smile
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<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.

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e.v



Joined: 23 Jun 2012
Posts: 1

PostPosted: Sun Sep 15, 2013 10:39    Post subject: Reply with quote

Zebranky, Can you please tell me in this line

Code:
unsigned short (__fastcall *CNWSCreature__GetSoundSet)(void *) = (unsigned short (__fastcall *)(void *))0x005504A0;


Is 0x005504A0 the memory address of the soundset property or something like that?

If so, how can I know what are the numbers for other values? Like the character's head id for example.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Sep 15, 2013 12:27    Post subject: Reply with quote

e.v wrote:
Zebranky, Can you please tell me in this line

Code:
unsigned short (__fastcall *CNWSCreature__GetSoundSet)(void *) = (unsigned short (__fastcall *)(void *))0x005504A0;


Is 0x005504A0 the memory address of the soundset property or something like that?

If so, how can I know what are the numbers for other values? Like the character's head id for example.
Im not Zebranky but...

0x005504A0 is a location of the function that returns soundset, its not a location of the soundset property value. That is pointer of the creature + some value I dont know from head. But you can indeed change a character body parts via nwnx easily, all you have to do is make a custom function in nwnx then in nwn setlocalstring on a player and then access object's (player's) properties via pThis->argument;
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