uberdowzen wrote...
how do you store variables on the PC as opposed to an NPC? Is it to do with the script you define the variable in or do you need to set it somewhere else?
With OnDeath scripts, you can pick up the PC by using GetLastKiller() to set an object
oKiller. Once you set the PC object using that function, you can then pass a SetLocalInt function on that object to set the int you want to use for tracking. A caveat to this is if your module has more than one player, your player has henchman, or your player has summoned something, as the object you want to set the int on may not necessarily be the one that lands the killing blow. You can use GetFactionLeader(
oKiller) or GetMaster(
oKiller) (if for example
oKiller returns something that fails GetIsPC(
oKiller), it is likely a henchman, or else something really odd is going on with your combat scenario).
If you have further questions regarding scripting, do feel free to post them in the
Scripting forum, where builders more savvy than I can see and comment, to keep this thread from going off-topic.
olivier leroux wrote...
Considering it's the ideas that count and not the scripting, would it be allowed for newbie builders to use Base Modules with easy-to-use scripting systems to tell their story?
I extensively used Gestalt's cutscene scripts to tell my story, as with a bit of reading you can do some really powerful things that look great ingame by following a pretty simple three step process:
1. Storyboard out the specific actions that you want to have occur on screen (this is where the reading comes in, distilling down the action of the scene into specific commands you know you can use the scripts for).
2. Convert your storyboard into NWScript using Gestalt's cutscene scripts.
3. Tweaking the cutscene until it looks like you intended (this is usually always a camera problem, fidgety things they are).
Modifié par Balduvard, 16 novembre 2010 - 02:20 .