Author Topic: Linking modules together  (Read 483 times)

Legacy_slave of slaanesh

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Linking modules together
« on: March 29, 2011, 11:48:32 am »


                Hi.  I am creating a huge world based on the entire forgotton worlds map, and i am wondering if I can link my modules together like area transitions (or like chapters like in the original game).  Any help would be very much appreciated.
               
               

               
            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Linking modules together
« Reply #1 on: March 29, 2011, 02:18:37 pm »


               To link servers use: ActivatePortal

To link modules use. Function - StartNewModule

Note:  For Activate porthole Both servers need to be running and one player can go at a time. 

For Function - StartNewModule every player in the game will be taken to the new module, but the game does not have to already be running.  If you use it with a server players have a good chande to timeout during the loading of the module.
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Linking modules together
« Reply #2 on: March 29, 2011, 04:09:43 pm »


               

slave of slaanesh wrote...

 Hi.  I am creating a huge world based on the entire forgotton worlds map, and i am wondering if I can link my modules together like area transitions (or like chapters like in the original game).  Any help would be very much appreciated.



If we are talking multiplayer server, then you have some options for how to accomplish the server player transfer.


1. Multiple servers can share a server vault - edit the nwn.ini  to point all server instalations to the same servervault.
2. nwnx_vaultster - Havent tested this myself, but it is a powerful tool, if it works reliably. Actually transfers bic files via socket connection from one computer to another, will work locally in theory. Allows you to have separate server vaults for regions of the Forgotten Realms.
3. nwnx_system - Copy the bic file from one server vault to another, minus the socket connection. Copying/moving the bic file would simulate the character migrating from one region to another. Ensuring there is one bic file at any one time, prevents duplication of items etc.
               
               

               
            

Legacy_slave of slaanesh

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Linking modules together
« Reply #3 on: March 30, 2011, 09:14:14 pm »


               Thanks guys.  It's more complicated than it looks.  I am very new to all this scripting and cannot get the script to compile.  I will keep trying, thanks again.  p.s.  Its for an offline project, something my boy can play when he is old enough.
               
               

               
            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Linking modules together
« Reply #4 on: March 30, 2011, 09:17:15 pm »


               

slave of slaanesh wrote...

Thanks guys. It's more complicated than it looks. I am very new to all this scripting and cannot get the script to compile. I will keep trying, thanks again. p.s. Its for an offline project, something my boy can play when he is old enough.



We could help if you posted the script.

EDIT:

For singleplayer just place this in the OnEnter for a door or trigger.

// Start a new module called "module001", this is the FILENAME, remember!
void main()
{
    StartNewModule("module001");
}
               
               

               


                     Modifié par Lightfoot8, 30 mars 2011 - 08:20 .
                     
                  


            

Legacy_slave of slaanesh

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Linking modules together
« Reply #5 on: March 30, 2011, 09:22:01 pm »


               I got it.  Just a matter of juggling around the other stuff I had in there.  Thanks again Lightfoot.