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smashly

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Everything posted by smashly

  1. Hi, I'm generating an activator and an actor from the the base id with PlaceAtMe() and PlaceActorAtMe(). I need to link the activator to actor. Normally I would create the activator and actor in a cell with ck, then edit the reference of the activator in the Link Ref tab to point to my actor. Then when the player requests the activator I move it to them and set it active. But I would like to create the activator and actor dynamically in the game as requested by the player. But I don't know how to dynamically create Link Ref between activator and actor. Could some one point me in the direction of an example or give some advice please. TYIA for any help.
  2. Hi, When you say it fails, you mean the cell doesn't reset when you hit the button while standing in the cell? Going from reading at http://www.creationkit.com/Cell_Reset and my limited understanding the cell won't reset until the player leaves and re-enters the cell even after calling the cell reset. I gather after pressing the button you could move the player to another cell and back again. press button, move player to different cell, call reset on arena cell, move the player back to arena cell. Sorry if you already knew that and it wasn't the problem you were having.
  3. Hi, Thank for taking the time to read my help request. I wrote a little mod to be able to drop plots of hearth fires soil anywhere on the map. The script is working fine ftm, but I'm trying to tidy it up a little. The problem I had was getting the soil to be ready to plant in as soon as dropped without leaving and returning to the cell that the planter soil is dropped in. So a nasty work around was I duplicated the contents of an OnCellAttach() event in to a standard function in the native BYOHPlanterSoilScript.src and compiled it. Then I added the BYOHPlanterSoilScript as an import in my script and called the added function from my script when I spawn the soil in the cell a user wants it in. Sure enough the soil can be used strait away as soon as dropped. I really didn't want to handle the growing side of things in my mod, just the soil spawn and moving. But my absolute lack of understanding in object orientated scripting is telling me it's not the way to do it even though it works. You still here... Well after that story, how do I make the equivalent call to make my soil work without adding a wrapped function in the original BYOHPlanterSoilScript. This is from the BYOHPlanterSoilScript: EVENT OnCellAttach() debug.trace(self + " OnCellAttach") if AlreadyLoaded == FALSE debug.trace(self + " OnCellAttach: DO ONCE") objSelf = self PlanterContainer = GetLinkedRef() (PlanterContainer as BYOHPlanterContainerScript).mySoilRef = objSelf AlreadyLoaded = TRUE endif (PlanterContainer as BYOHPlanterContainerScript).GrowPlantedItem() endEVENTThis is what I added to the BYOHPlanterSoilScript function setmysoil() if AlreadyLoaded == FALSE objSelf = self PlanterContainer = GetLinkedRef() (PlanterContainer as BYOHPlanterContainerScript).mySoilRef = objSelf AlreadyLoaded = TRUE endif (PlanterContainer as BYOHPlanterContainerScript).GrowPlantedItem() endfunctionThis is how I call the setmysoil() from my script (CurStatic as BYOHPlanterSoilScript).setmysoil()(CurStatic is my ObjectReference property to my current soil). As you can see I'm really lost at object orientated scripting. Flat api scripting not a problem (autoit is the only scripting I ever done or used, single threaded no objects apart from object wrapper scripts) Any constructive input is appreciated. Thank you for reading to the end :smile:
  4. You are aware that entitylibrary.fcb is found in fc3_main.dat in worlds\fc3_main\generated directory. Are you also aware that you use filters with Gibbed.Dunia2.Unpack.exe so you only extract the file or files you want instead of the whole fc3_main.dat contents?
  5. Ok so I've figured out from the (lacking) instructions on http://www.modding.fc3wiki.com, this much: 1. Drag common.dat onto the Unpack EXE 2. Go through common_unpack folder to find the .lib files 3. Drag the wanted .lib file onto the ConvertBinaryObject file to cause it to create both an XML file and a folder containing more XML files for every item 4. Run through files, change iCost's to 1, and for ammo, change RefillAll multiplier to 0 because f*** RefillAll. 5. Change iCost of Crimson Plant file to 1000000 so I can sell crimson plants for 1 mil each and be rich. 6. ??? What do I do from here? The wiki is both lacking in instructions, and well....useless. To be truthful I've not even played with .lib files and dunia 2 tools.Maybe open a command prompt in the diectory dunia 2 tools is and try using -? as the parameter to query what a dunia 2 tool does. It may give you insight as to what a tool does what options and parameters the queried tool is expecting. eg: Gibbed.Dunia2.ConvertBinaryObject.exe -? You could do this with each .exe in the dunia2 tools directory. It may not answer your question, but it might give some insight on what the tool can do or support. This easy approach of dropping a file on another file in blind faith and hoping for the best just doesn't do it for me. I'd prefer to query the tool and then do research with what -? tells me about the options for the tool. But that's just my personal choice and doesn't mean it should be anyone else preference. Good luck Cheers
  6. Yep your missing something.So you unpacked common.dat file with Gibbed.Dunia2.Unpack.exe, Then you used Gibbed.Dunia2.ConvertBinaryObject.exe to unpack the .lib file? I'm guessing you didn't.
  7. The error is exactly as it tells you.The path is to long for where your extracting from or to. Simple way to resolve it is. Put Dunia 2 tools on the root of a drive. Simple guide just for you: Download and extract dunia2-r176_b112-5-.zip to C:\FC3\ So after you extract dunia2-r176_b112-5-.zip in to the FC3 folder you would now have a bin folder that contains the dunia 2 tools files. eg: C:\FC3\bin\ As I have no idea of what windows your using or where your game is installed I'm only posting the below as an example. You would need to set the paths to what is relevant to where your game is installed. If your game is installed in standard steam version in windows x64 then you copy and paste this into windows run (Win Key + r) C:\FC3\bin\Gibbed.Dunia2.Unpack.exe "C:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\data_win32\worlds\fc3_main\fc3_main.dat" C:\FC3\fc3_main After runing the above line you would have fc3_main folder in FC3 folder that contains the extracted files. eg; C:\FC3\fc3_main\ This way the path isn't to long when extracting. Notes: If a paths or file name has spaces then you need to wrap the path with quotes. eg: "C:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\data_win32\worlds\fc3_main\fc3_main.dat" The above path contains spaces so I wrap it with quotes
  8. Long winded explanation of why your getting the message: In most case receiving messages like "cannot obtain version number" means there are missing windows registry entries for the game. All versions of official Far Cry 3 patches to this date do the same check in the windows registry. The patch installer looks at 5 keys in the registry before it will install, if those 5 keys are not in the windows registry then the patch will fail to install usually throwing the message your seeing or other various messages about not being able to find the installed game. The 5 keys in windows registry the patch looks for (in the order below): 1) Uninstall\{E3B9C5A9-BD7A-4B56-B754-FAEA7DD6FA88} "DisplayVersion" 2) Software\Ubisoft\Far Cry 3 "InstallDir" 3) Software\Ubisoft\Far Cry 3 "SKU" 4) Software\Ubisoft\Far Cry 3\GameUpdate "Info" 5) Software\Ubisoft\Far Cry 3\GameUpdate "InstallDir" Providing the keys are present the patch will even install without even having the game installed. Resolve to getting your patch to install: Copy one of the text below that suites your OS into notepad and change 2 times "InstalDir" to the path of where your game is installed, Make sure that you use "\\" in the path and not just a single "\". Then Save As -> All Files -> FC3_101.reg, double click your new reg file, Yes/Ok when prompted: Now try and install patch and see how you go. For Win x64: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Far Cry 3] "InstallDir"="C:\\Games\\Far Cry 3" "SKU"="WW" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ubisoft\Far Cry 3\GameUpdate] "InstallDir"="C:\\Games\\Far Cry 3" "info"="ca32d7a363334a55b66633237b0335b7" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\{E3B9C5A9-BD7A-4B56-B754-FAEA7DD6FA88}] "DisplayVersion"="1.01" For Win x86: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Ubisoft\Far Cry 3] "InstallDir"="C:\\Games\\Far Cry 3" "SKU"="WW" [HKEY_LOCAL_MACHINE\SOFTWARE\Ubisoft\Far Cry 3\GameUpdate] "InstallDir"="C:\\Games\\Far Cry 3" "info"="ca32d7a363334a55b66633237b0335b7" [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\{E3B9C5A9-BD7A-4B56-B754-FAEA7DD6FA88}] "DisplayVersion"="1.01"
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