Author Topic: PAW not working in CEP 2.3's CRP demo!  (Read 487 times)

Legacy_Guest_Yrkoon_of_Melibone_*

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PAW not working in CEP 2.3's CRP demo!
« on: September 15, 2010, 10:26:49 am »


               This has been driving me crazy today! I decided to try out the CRP included in CEPv2.3 to see if I might want to use the system in one of my own modules. So, I loaded up the CEP's CRP demo mod and made sure to also import the .erf for the updated "zep_on_activate2" script, just in case. I even let the mod rebuild itself, as a precaution.

But when I started the mod... the PAW (Player Access Widget) did nothing whatsoever. Has anyone gotten the demo mod to work... and if so, how? I'm anxious to try the CRP system, since the jumping over pits aspect of it sounds especially interesting.

Edit: Hmmm... this is strange. The "zep_on_activate2" script is supposed to activate everything related to the CRP, but I could find nothing within it that pertains to the CRP. Only listings for the horses and such. Further, the only way I can get the PAW to work is by replacing the "zep_on_activate2" script with the CRP script "mod_activate". Am I actually supposed to make a wrap script that executes both of these scripts, and use that to enable both CEP and CRP? If so, then the  instructions are very misleading for stating that "zep_on_activate2" and the other related scripts are all you need to make of the CRP system.

Second Edit: Ok, by the looks of it I am supposed to create a wrap file that contains both "zep_on_activate2" and "mod_activate". Exactly like how "zep_on_enter" is a wrap script containing two scripts. I created the new file and named it "zep_crp_activate". It works perfectly. Now I can use the paw and the horses also. This answers all my questions regarding how to set up CRP, thank goodness! My advice though... in future editions of CEP, this detail of how to set things up should be mentioned, or a wrap file like this should be included. That would make it that much easier for builders to get straight to their projects without having to worry about taking this extra step.

Farewell for now! 'Posted
               
               

               


                     Modifié par Yrkoon_of_Melibone, 15 septembre 2010 - 10:37 .
                     
                  


            

Legacy_420

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PAW not working in CEP 2.3's CRP demo!
« Reply #1 on: September 15, 2010, 06:31:16 pm »


               

Yrkoon_of_Melibone wrote...

Edit: Hmmm... this is strange. The "zep_on_activate2" script is supposed to activate everything related to the CRP, but I could find nothing within it that pertains to the CRP.

That is strange, the zep_on_activate2 that comes with the cepv22_crp_Starter.rar mod has code for the CRAP PAW.

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Legacy_FR Mulm

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PAW not working in CEP 2.3's CRP demo!
« Reply #2 on: September 16, 2010, 12:40:42 am »


               It does not have the correct mod scripts though.



OnAcquireItem     -- mod_aquire



OnActivateItem    -- mod_activate



OnClientEnter     -- mod_enter



OnHeartbeat       -- mod_hb



OnModuleLoad      -- mod_load



OnPlayerDeath     -- mod_death



onPlayerDying     -- mod_dying



OnPlayerEquipItem -- mod_equip



OnPlayerRespawn   -- mod_respawn



OnPlayerRest      -- mod_rest



OnPlayerUnEquipItem - mod_unequip



OnUnAcquireItem    -- mod_unaquired