Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

D'jinni "Ask Your Question" Topic

+
Prev
  • 1
  • 2
  • 3
Next
First Prev 2 of 3

Go to page

Next Last
M

macguiness

Senior user
#21
May 1, 2008
Yah most of that stuff is allready incorperated into the Aurora Engine itself using the nss scripting system. Not that you could not use it with Lua. As to the capacity that Lua is used in the engine....mostly as a workaround. There were a few different systems that would not incorperate in the engine all that well. Meaning that nss would have had to be written entirely on those areas. On the whole it is not at all a Lua based engine. There are plenty of systems/libraries/functions worked into the nss system. A few of these were community made with nwn including HCR (hard core rule) system and the Dungeon Masters Friend Initiative. These tools were designed for nwn and use some string recognition and so forth. So that a DM could target an npc and have it repeat what he was saying or "listen to him and fire strings from a database". To be perfectly honest they do alot more than that but it is prolly not relative to a single player game with no dm client hehe. There is a new include that makes some changes to the original Ai. In the old engine npc's would interact with each other with animations but they did not allways match up. One npc greeting the other from a few feet away and the responding npc "looking far". The new include works more toward grouping the animations and npcs to give them a bit more structure. You peaked my interest with LuaSQL...Most of us persitent world guys are running MySQL and firing sql from within nss script to a non attached MySQL database. -Mac//edit I must admit that up till now I have been looking at changes to the nss script system and have yet to really explore the possibilities of adding Lua to that. Things for you to look at when you get the game...Changes to Bioware's Switch system/Ai found in the "inc" files and the set listening pattern capabilities. I would love to talk db stuff but really if were talking single player......then it is rather moot.
 
N

nikolaszax

Senior user
#22
May 2, 2008
Hi guys!Well here is my problem:when i want to set the properties of my module i have to double click on the Module properties branch.However when i double cick on the branch the properites window wont show up.Ive also tried right click->open but the problem remains.Anyone knows why?Thanks.
 
V

vaernus

Senior user
#23
May 2, 2008
The Module properties pane should be showing docked on the right of your screen. I haven't heard that it's possible, but you could have right pane shut off? Double click your module properties. Then go to the menu at top, windows, and see if it's listed. If it is, perhaps it has been scrolled off the screen accidently. If not, what you can try is going to your view menu at top, utility windows, and add the properties window. It should show on right side. If not, drag it and you'll see four squares in center of screen. Highlight the right square and let go of mouse to dock it to right side. Now you may see the module properties as another tab in that window.If you're still having problems, I'd recommend uninstalling and reinstalling Djinni and see if it works then. :)
 
K

Kageru

Senior user
#24
May 5, 2008
nikolaszax said:
Hi guys!Well here is my problem:when i want to set the properties of my module i have to double click on the Module properties branch.However when i double cick on the branch the properites window wont show up.Ive also tried right click->open but the problem remains.Anyone knows why?Thanks.
Click to expand...
I've had the same problem - restarting D'jinni should help.
 
G

gtt

Senior user
#25
May 8, 2008
Now I know this is a lame question, but I can't get around this - I can't get NPC characters to appear. This is what I'm doing:1) I create a file (File --> New --> Story NPC) and save it as "bob.npc"2) I edit the file, givng the guy a name (say, Bob), a start time and end time (practically round the clock), some template, and one action to perform (with 100% probability)3) as Spawn Categories I type "door", and as Regions List "door", too, then I create a spawn point called "door" in my chosen area, and add a waypoint called "door", too (guess what, they're both near the door :))4) in Spawn Point door's properties I add spawn categories string ("door" again), and in the waypoint door's propoerties I add the same action that my Bob should perform5) in module properties I add my Bob to Story NPC Listbut6) when I press F5 to test the module I can't see the guy...What am I forgetting?TIA!
 
B

blobiont

Senior user
#26
May 13, 2008
hi when i try to add inventory to a store or storage file all the items come up with question marks next to them and do not appear in the game can any one give me advice on fixing this. thanx
 
P

paulv

Senior user
#27
May 14, 2008
Are they custom items? Look at your dialogue_3.tlkAdd new rows at the bottom, they can be line references in the item description.The stringref # is the number which will apply to the TLK table: that's the description.This answer comes to you thanks to VinnieMC.p.s. if this fails, try the items.2DA, as well.
 
F

firehawk

Senior user
#28
May 15, 2008
one thing about the cutscene editor (only part I'm currently working with)I changed the playback length for the cutscene from default 10 seconds to 20 seconds (lookie here) but when I launch the game it resets back to the default 10 seconds and therefore breaks the whole animation. Is there any way to avoid this? I don't want to make 10sec animations ;(Oh and a second question: when I play (actually playing, not just scrubbing through) the animation in the editor, D'jinni complains about "No cutscene camera specified" - alright, where do I specify it? aka: how do I get to see my animation in the editor (from the camera view)?
 
P

paulv

Senior user
#29
May 15, 2008
Try looking through the 2DA files:NPCactions has a time value: maybe that will work.
 
F

firehawk

Senior user
#30
May 16, 2008
Both problems could be fixed by adding the cameras to the scene like here(Oh boy, I should read the wiki more carefully :()
 
V

vminev

Senior user
#31
Jul 3, 2008
gtt said:
Now I know this is a lame question, but I can't get around this - I can't get NPC characters to appear. This is what I'm doing:1) I create a file (File --> New --> Story NPC) and save it as "bob.npc"2) I edit the file, givng the guy a name (say, Bob), a start time and end time (practically round the clock), some template, and one action to perform (with 100% probability)3) as Spawn Categories I type "door", and as Regions List "door", too, then I create a spawn point called "door" in my chosen area, and add a waypoint called "door", too (guess what, they're both near the door :))4) in Spawn Point door's properties I add spawn categories string ("door" again), and in the waypoint door's propoerties I add the same action that my Bob should perform5) in module properties I add my Bob to Story NPC Listbut6) when I press F5 to test the module I can't see the guy...What am I forgetting?TIA!
Click to expand...
Having the same problem, can someone help?
 
G

Gamewidow

Forum veteran
#32
Jul 3, 2008
My question is this: can i rotate any of the area layouts ? I can deal with a limited set of interior layouts, but it would be great if i could flip them horizontally or rotate / reflect them in the horizontal planeIs it possible ?and I guess a related question ... I want to make my sheds usable, but there is no reasonable interior to use for a shed in the assets we have ... any ideas ?
 
U

username_17

Forum veteran
#33
Jul 4, 2008
gamewidow said:
My question is this: can i rotate any of the area layouts ? I can deal with a limited set of interior layouts, but it would be great if i could flip them horizontally or rotate / reflect them in the horizontal planeIs it possible ?and I guess a related question ... I want to make my sheds usable, but there is no reasonable interior to use for a shed in the assets we have ... any ideas ?
Click to expand...
For the sheds: take one of those swamp houses, they look similiar to sheds, maybe close parts of the houses you won't use with walls. That's the way I would do it.And what do you mean with rotate layouts, you can rotate all placeables, but what 'layout' do you want to rotate?
 
G

Gamewidow

Forum veteran
#34
Jul 4, 2008
I want to change the north-south or east-west direction of the entire mesh, possibly both. So i want to either flip it in the horizontal north/south plane or the east/west plane. Not the individual items i place in it. the whole room (or set of rooms)any better explained ? :)
 
S

Sirix.861

Senior user
#35
Jul 4, 2008
vminev said:
vminev said:
Now I know this is a lame question, but I can't get around this - I can't get NPC characters to appear. This is what I'm doing:1) I create a file (File --> New --> Story NPC) and save it as "bob.npc"2) I edit the file, givng the guy a name (say, Bob), a start time and end time (practically round the clock), some template, and one action to perform (with 100% probability)3) as Spawn Categories I type "door", and as Regions List "door", too, then I create a spawn point called "door" in my chosen area, and add a waypoint called "door", too (guess what, they're both near the door :))4) in Spawn Point door's properties I add spawn categories string ("door" again), and in the waypoint door's propoerties I add the same action that my Bob should perform5) in module properties I add my Bob to Story NPC Listbut6) when I press F5 to test the module I can't see the guy...What am I forgetting?TIA!
Click to expand...
Having the same problem, can someone help?
Click to expand...
Me too. Need help.
 
G

Gamewidow

Forum veteran
#36
Jul 4, 2008
Are you doing the same thing as gtt ? In particular, giving all your placeables and waypoints the same label ? why not at least try prefixes ? you know, for your waypoints, something lik wpt_bob ... and door, something like door_bobsthis might allow you to better see the relationships between things. If you label them all the same, how can you tell what is working ?just my opinion
 
U

username_17

Forum veteran
#37
Jul 5, 2008
gamewidow said:
I want to change the north-south or east-west direction of the entire mesh, possibly both. So i want to either flip it in the horizontal north/south plane or the east/west plane. Not the individual items i place in it. the whole room (or set of rooms)any better explained ? :)
Click to expand...
Yes, now I know what you wanna do. Sorry, no idea if this is possible.
 
S

Sirix.861

Senior user
#38
Jul 5, 2008
gamewidow said:
Are you doing the same thing as gtt ? In particular, giving all your placeables and waypoints the same label ? why not at least try prefixes ? you know, for your waypoints, something lik wpt_bob ... and door, something like door_bobsthis might allow you to better see the relationships between things. If you label them all the same, how can you tell what is working ?just my opinion
Click to expand...
no, I haven't labelled them all the same. I followed the tutorial to the letter, instead of using Siegfried I used a random guard (after attempting Siegfried). The problem has something to do with the spawning. I labelled the spawn set spawn_guard, and I placed it in all the right places but he won't spawn at the point I made for him. is there anything that I missed that isn't mentioned in the tutorial, all help is appreciated.
 
V

vminev

Senior user
#39
Jul 6, 2008
Sirix said:
Sirix said:
Are you doing the same thing as gtt ? In particular, giving all your placeables and waypoints the same label ? why not at least try prefixes ? you know, for your waypoints, something lik wpt_bob ... and door, something like door_bobsthis might allow you to better see the relationships between things. If you label them all the same, how can you tell what is working ?just my opinion
Click to expand...
no, I haven't labelled them all the same. I followed the tutorial to the letter, instead of using Siegfried I used a random guard (after attempting Siegfried). The problem has something to do with the spawning. I labelled the spawn set spawn_guard, and I placed it in all the right places but he won't spawn at the point I made for him. is there anything that I missed that isn't mentioned in the tutorial, all help is appreciated.
Click to expand...
I've got it!:) In my case I just forgot to add my NPC to the module.....:) shame on me:)... Also maybe using an Action Point would help if you set any action for the NPC... tough I'm just guessing.
 
S

Sirix.861

Senior user
#40
Jul 8, 2008
vminev said:
vminev said:
vminev said:
Are you doing the same thing as gtt ? In particular, giving all your placeables and waypoints the same label ? why not at least try prefixes ? you know, for your waypoints, something lik wpt_bob ... and door, something like door_bobsthis might allow you to better see the relationships between things. If you label them all the same, how can you tell what is working ?just my opinion
Click to expand...
no, I haven't labelled them all the same. I followed the tutorial to the letter, instead of using Siegfried I used a random guard (after attempting Siegfried). The problem has something to do with the spawning. I labelled the spawn set spawn_guard, and I placed it in all the right places but he won't spawn at the point I made for him. is there anything that I missed that isn't mentioned in the tutorial, all help is appreciated.
Click to expand...
I've got it!:) In my case I just forgot to add my NPC to the module.....:) shame on me:)... Also maybe using an Action Point would help if you set any action for the NPC... tough I'm just guessing.
Click to expand...
thanks, I have finally got it working. :) Now I'm trying to figure out how to spawn attackable NPCs. So far I can attack them but they don't fight back, and they tend to die after two hits. Also I'm trying to spawn spawn sets but having little luck. Any help would be appreciated.
 
Prev
  • 1
  • 2
  • 3
Next
First Prev 2 of 3

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.