Author Topic: Using .2da Files or Creating Lists  (Read 321 times)

Legacy_AmbrosiaPW

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Using .2da Files or Creating Lists
« on: April 22, 2011, 07:13:53 pm »


               I apologize for blowing up the forum, but after doing so much research and not finding the answer  I thought I should ask people who know.

I am looking to see the different ways i can store lists. I know about the Campaign variables being the database but that is kind of a limited resource. I read about .2da files which are kind of weird but better than nothing. I made one and put it in the source folder but couldn't access it with Get2DAString().

Am I able to create a custom .2da file and use it as a kind of database? Are there  any other options to create a list and access it from in game besides downloading and installing a bunch of hak, third-party stuff?

Thank you!
               
               

               
            

Legacy_Lightfoot8

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Using .2da Files or Creating Lists
« Reply #1 on: April 22, 2011, 07:45:23 pm »


               The 2da source folder is not used by the game.  In order for the game to have access to the 2da it would have to be placed in a place where it gets added to one of the modules resource lists.  In the case of a 2da this means it either has to be placed in a Hak or the override folder for the server.
               
               

               
            

Legacy_AmbrosiaPW

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Using .2da Files or Creating Lists
« Reply #2 on: April 22, 2011, 07:55:25 pm »


               So I guess I will try putting a custom .2da file in the override folder. Thank you.

Are there any other list options available besides Campaign variable and .2da file? Though if I can get the .2da file to work it should be all I need.
               
               

               
            

Legacy_Shadooow

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Using .2da Files or Creating Lists
« Reply #3 on: April 22, 2011, 09:17:23 pm »


               Custom 2da is good way to store informations if you dont want to change them as you cant Set2DAString obviously. (Note its possible via NWNX, my NWNX Files plugin could be modified to do that)