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help with scripting


bowlie1

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ive never done any sort of modding or scripting before and decided to jump in at the , not exactly the deep end, more the ocean. im making my own stand alone module, starting with just one room and then adding things on untill it is a full campaign or (more likely) i give up due to fustration. ive been following this tutorial loosely (different starting level but otherwise the same)

 

http://social.bioware.com/wiki/datoolset/index.php/Module_tutorial#Placing_area_transitions_and_setting_up_the_world_map

 

im up to the bit where i have just set my start location but if i try and load it it says 'unable to load module' and i think i maybe did the charicter creation script wrong as i have no idea how to do that part and it isnt well described. could someone give me a quick guide of where i go to create that script and how (and if) i export it and things? i would realy appreciate it and im sure it would take some of the great modders on here no time at all to set a newbie like me on the right path. thanks

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There are better tutorials than the ones from Bioware. I recommend instead following the guide from SilentCid: http://social.bioware.com/project/527/#discussions

 

Are you trying to create a standalone module (own campaign) or do you just want to add to the existing world map a new point where you can travel to? For a standalone campaign you probably need this script:

#include "events_h"
#include "global_objects_h"

void main()
{
   event ev = GetCurrentEvent();
   int nEventType = GetEventType(ev); //extract event type from current event
   int nEventHandled = FALSE; //keep track of whether the event has been handled
   switch(nEventType)
   {
        case EVENT_TYPE_MODULE_START:
        {
           PreloadCharGen(); //preloads resources needed for character generation
           StartCharGen(GetHero(),0); //initiates character generation
           break;
        }
   }
   if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
   {
       HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
   }
}

 

This script will start the character generation when you load the module.

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There are better tutorials than the ones from Bioware. I recommend instead following the guide from SilentCid: http://social.bioware.com/project/527/#discussions

 

Are you trying to create a standalone module (own campaign) or do you just want to add to the existing world map a new point where you can travel to? For a standalone campaign you probably need this script:

#include "events_h"
#include "global_objects_h"

void main()
{
   event ev = GetCurrentEvent();
   int nEventType = GetEventType(ev); //extract event type from current event
   int nEventHandled = FALSE; //keep track of whether the event has been handled
   switch(nEventType)
   {
        case EVENT_TYPE_MODULE_START:
        {
           PreloadCharGen(); //preloads resources needed for character generation
           StartCharGen(GetHero(),0); //initiates character generation
           break;
        }
   }
   if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
   {
       HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
   }
}

 

This script will start the character generation when you load the module.

 

thanks. im trying to make my own and will take a look at those vids.

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