HexenmeisterRaven said:They made the same trigger in the m1-module... I made it totally the same. And I have not done the ncs "est_lighton" or "...off" in the module, so it should call it from the bifs
HexenmeisterRaven said:They made the same trigger in the m1-module... I made it totally the same. And I have not done the ncs "est_lighton" or "...off" in the module, so it should call it from the bifs
You might want to edit this, since the lady doesn't use her real name here. (edited -- thanks Corylea)SimonBrooke said:GW's right.
HexenmeisterRaven said:All needed items and the script itself are added to module, and it runs yesterday. I changed some things and it no longer works..but I don't know why. ???Code:#include "inc_dialog"void main(){ object oPC = GetFirstPC(); // create a new, unique magic marker, not used anywhere else string marker = "myspecialmagicmarkerdifferentfromeveryother"; // if the magic marker isn't already set... if (GetLocalInt( oPC, marker) != TRUE){ // set the magic marker SetLocalInt( oPC, marker, TRUE); // then do what you want to do if (GetLocalInt(oPC, "startet")!=1) DestroyObject(GetItemPossessedBy(oPC, "it_witcharm_001")); CreateItemOnObject("it_witcharm_007", oPC, 1); CreateItemOnObject("m0_it_grease03", oPC, 1); CreateItemOnObject("m0_it_potion02", oPC, 3); CreateItemOnObject("m0_it_potion03", oPC, 3); CreateItemOnObject("m0_it_potion05", oPC, 1); CreateItemOnObject("m0_it_other07", oPC, 3); AssignCommand(oPC, ActionEquipItem(CreateItemOnObject("it_stlswd_rrr", oPC, 1), INVENTORY_SLOT_STEELSWORD)); AddAbility("HeroStartingAbility", oPC); AddAbility("AutoJump", oPC); [//AddAbility("AttackFromBehind", oPC); //AddAbility("Strength1", oPC); //AddAbility("Dexterity1", oPC); //AddAbility("Intelligence1", oPC); AddAbility("Aard1", oPC); AddAbility("Aard2", oPC); AddAbility("Quen1", oPC); AddAbility("Yrden1", oPC); //SetXP(oPC, 50000, TRUE); GiveGoldToCreature(oPC, 300); // Spawnsets EnableSpawnPhase("spawn_echin01", TRUE); EnableSpawnPhase("spawn_wraith01", TRUE); // finally clear the magic marker SetLocalInt( oPC, marker, FALSE); }}
Well, send me the script you want fixed, and I'll fix it.HexenmeisterRaven said:Simon, you have the wrong script. Sorry, I should have made it more clearer. This script you changed actually is not the one with the stack overflow. (Btw, this one runs since an hour correctly)
I am searching for a nss script that will open a blocked area by some tag set of by a trigger or Quest.Geralt should not enter this area by using aard. Only after a special point/tag in the storyline.gamewidow said:I believe you have used the wrong placeable there (i could be wrong), but there are objects which can be destroyed using aard. These are named as follows: ob_cryptaard01ob_cryptaard02ob_cryptaard03 and there are also arches like ob_ob_cryptakolum and ob_cryptapart that you may want to check out
I had, of course. I searched for different keywords, but the most results are part of the polish forum.Sorry, I dont speak polish.endrek said:Thingol, use search option...really.
void main(){}Your script should be between those brackets { }. Every line should end with “;”. If you want a script to refer to a player, you have to use function GetFirstPC(). For other objects you can use GetObjectByTag(“object_tag”) or GetNearestObjectByTag(). Another useful function is GetEnteringObject(). You can use it do define that the trigger should work only when a player enters it, eg:if(GetEnteringObject() == GetFirstPC()){DestroyObject(GetObjectByTag("big_stone"));EnableTrigger(GetObjectByTag("stone_trigger"), FALSE);}This function will destroy a big stone, blocking the way, when Geralt enters a specific trigger with this script added in a field “On Enter”. After that the script will disable this trigger (we want this event to happen only once).