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