no it should work. which one is it that isn't working? I also recall a peculiarity mentioned in the tutorial that has to do with triggers not firing if you put the trigger just before the end event. I can't remember if that's what it was or something else. NPCs engaged in a conversation will not carry out orders, or anything else, until the end of the convo, but that doesnt sound like the issue. Could be something messed up with the way the triggers are set upSilverSpook wrote:That's possible, but then how would I get the other event to trigger?
For example, one choice in the conversation triggers an alliance trigger to make the NPC turn hostile towards you.
The other choice triggers an orders trigger that makes them move out of the way (let you pass).
Terminus Machina - A DX Mod
Re: Terminus Machina - A DX Mod
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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Re: Terminus Machina - A DX Mod
The triggers are fine, as they work if triggered from any other source. I think it might have to do with the 'end' event bit. If I put a dispatcher in and make the convo trigger the dispatcher to in turn relay the real event a second later, then it seems to work no matter where the trigger occurs in the conversation.
Re: Terminus Machina - A DX Mod
Yeah that's correct. Sometimes non-standard triggers (orders triggers, etc) can't be triggered in conversations. You have to use a normal trigger to trigger it by proxy. Dispatcher almost always works. In fact, you shouldn't even need to create a delay.SilverSpook wrote:The triggers are fine, as they work if triggered from any other source. I think it might have to do with the 'end' event bit. If I put a dispatcher in and make the convo trigger the dispatcher to in turn relay the real event a second later, then it seems to work no matter where the trigger occurs in the conversation.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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Re: Terminus Machina - A DX Mod
Ok, cool, I think the dispatchers are going to work fine.
Anyone know where the amount of lighting cast on a pawn can be accessed? This is for the solar trenchcoat mod, which should only work when the player is in bright light.
Anyone know where the amount of lighting cast on a pawn can be accessed? This is for the solar trenchcoat mod, which should only work when the player is in bright light.
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Re: Terminus Machina - A DX Mod
Uh oh, big problem with the conversation file. Getting this error:
This happened after I tried to do a "Move Camera" with a "Specify Camera Position" giving exact X, Y Z coordinates. The conversation file won't compile anymore and I can't seem to get the backup to compile either. Trying to see if there's anyway I can save the file without having to manually reinput like a few hundred lines of dialog and events again. :O
Code: Select all
--------------------DXModText--------------------
--------------------DXModConversations--------------------
Analyzing...
Parsing ImportConversations
Assertion failed: Ptr [File:..\..\Core\Inc\FMallocAnsi.h] [Line: 21]
History: FMallocAnsi::Malloc <- UEditorEngine::SafeExec <- (CONVERSATION IMPORT FILE="Conversations\Mission50.Con") <- FScriptCompiler::ProcessCompilerDirective <- Directive <- FScriptCompiler::CompileDeclaration <- FScriptCompiler::CompileStatement <- FirstPass <- TryCompile <- FScriptCompiler::CompileScript <- (Class DXModConversations.ImportConversations, Pass 0, Line 5) <- MakeScript <- MakeScript <- DoScripts <- UEditorEngine::MakeScripts <- UMakeCommandlet::Main
Exiting due to error
Re: Terminus Machina - A DX Mod
oh that's scary. OK, well you can actually open up the conversation files in notepad, and analyze the code around that area and see if you can see something there. I've changed a persons name that way before. However, make sure you save an original copy. I would first try to just delete everything in that conversation, and see what happens.SilverSpook wrote:Uh oh, big problem with the conversation file. Getting this error:
This happened after I tried to do a "Move Camera" with a "Specify Camera Position" giving exact X, Y Z coordinates. The conversation file won't compile anymore and I can't seem to get the backup to compile either. Trying to see if there's anyway I can save the file without having to manually reinput like a few hundred lines of dialog and events again. :OCode: Select all
--------------------DXModText-------------------- --------------------DXModConversations-------------------- Analyzing... Parsing ImportConversations Assertion failed: Ptr [File:..\..\Core\Inc\FMallocAnsi.h] [Line: 21] History: FMallocAnsi::Malloc <- UEditorEngine::SafeExec <- (CONVERSATION IMPORT FILE="Conversations\Mission50.Con") <- FScriptCompiler::ProcessCompilerDirective <- Directive <- FScriptCompiler::CompileDeclaration <- FScriptCompiler::CompileStatement <- FirstPass <- TryCompile <- FScriptCompiler::CompileScript <- (Class DXModConversations.ImportConversations, Pass 0, Line 5) <- MakeScript <- MakeScript <- DoScripts <- UEditorEngine::MakeScripts <- UMakeCommandlet::Main Exiting due to error
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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Re: Terminus Machina - A DX Mod
Phew, well looks like deleting the conversation has worked. Not sure what the problem was exactly but going to stay away rfrom that specific camera position setting from now on! :O
Last edited by SilverSpook on Thu Dec 27, 2012 11:26 pm, edited 1 time in total.
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Re: Terminus Machina - A DX Mod
Hm, how do you get it so that items that have been picked up before, when you leave and return to that map, aren't still there? Like I pick up a soyfood on the ground, step on a teleporter to another map in the same mission, then come back and the soyfood is on the ground again.
Anyone want to throw in some suggestions for potential biohacks / genemods? I'm trying to think of some other useful DNA modifications or surgical modifications that would be useful in game that are somewhat unique, at least to games.
Anyone want to throw in some suggestions for potential biohacks / genemods? I'm trying to think of some other useful DNA modifications or surgical modifications that would be useful in game that are somewhat unique, at least to games.
Re: Terminus Machina - A DX Mod
Make sure the maps have the same mission number and that should happen automatically.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- SilverSpook
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Re: Terminus Machina - A DX Mod
Yeah, seems like it didn't work until I set the correct level name in the DeusExLevelInfo
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Re: Terminus Machina - A DX Mod
Is it possible to add nanokeys to the inventory of NPCs for specific doors? If I try to add a nanokey to their inventory it's just the class 'Nanokey' but I can't set the properties there.
Re: Terminus Machina - A DX Mod
There's a specific class that's used to assign nanokeys to characters. Pickup distributor, or something. It extends Info I think.
God damn my DX Editing advice has really gone down-hill over the past couple of years.
God damn my DX Editing advice has really gone down-hill over the past couple of years.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Is there a way to dynamically override functions, like I just want to change one function in the DeusExWeapon class so I don't have to go make new modified classes of all the weapons, and not have to modify DeusEx.u.
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Re: Terminus Machina - A DX Mod
Is there an event that happens when a pawn dies? Like I need to trigger an event when a certain important NPC is killed.