Okay, I am STILL having some problems with these scripts so
I am posting them here. I cannot recall how to do it in a window so I am
posting them in the body of this entry.
The OnClientEnter Script (compiled without a problem, but will it
still do its thing???)
/*69_client_enter
OnClientEnter Module Event
Checks for Leadership, if TRUE sets maximum
henchmen on PC
Created by: 69MEH69
Created on: Sep2004
*/
#include "69_hench_lib"
void main()
{
object oPC = GetEnteringObject();
int nLeadership = GetLocalInt(GetModule(),
"nLeadership");
if(nLeadership == 1)
{
//SendMessageToPC(oPC, "Leadership =
1"); //Test
SetMaxHenchmen69(oPC);
object oPC =
GetEnteringObject();
if(GetLocalInt(oPC,
"JUMPTONEXTMODULE")){ExecuteScript("transfer", oPC);
return;}
}}
The Endgame Trigger Script (did not compile; I have notated where
the compiler states the issue is and the error)
/* Script generated by
Lilac Soul's NWN
Script Generator, v. 2.3
For download info, please visit:
http://nwvault.ign.c...=4683&id=625   */
//Put this
script OnEnter
void main()
{
object oPC =
GetEnteringObject();
if
(!GetIsPC(oPC)) return;
if
(GetLocalInt(oPC, "talkedtokriston")!= 2)
return;
object oTarget;
oTarget = oPC;
effect eEffect;
eEffect =
EffectSleep();
eEffect =
SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget, 60.0f);
DoSinglePlayerAutoSave();
ExportSingleCharacter(OBJECT_SELF);
EndGame("INSERT_END_MOVIE_HERE");
}
StartNewModule("INSERT_NEXT_MODULE_HERE");
//compiler doesn't like this line and
gives an INVALID DECLARATION TYPE error
SetLocalInt(OBJECT_SELF,
"JUMPTONEXTMODULE", TRUE);
DelayCommand(1.0,
SaveAndEnd());
If I put in a "void main()" before the bolded line above then the
compiler gives me an UNKNOWN STATE IN COMPILER ERROR.
Any insight is greatly appreciated!
Thanks guys!
Modifié par UnrealJedi, 01 février 2012 - 03:18 .