Skeleton Scenario Code
19 years 7 months ago #18398
by Joco
Skeleton Scenario Code was created by Joco
Is there skeleton scenario code for starting up a scenario?
e.g. getting map loaded, setting up a ship, placing the player in the ship etc.
Looking for real basic stuff here. No fancy UI screens just start the scenario and bank you are in a ship at a location like Hoffar's Wake.
Ideally there would be code comments on what order the exported functions are called by the flux engine.
If there are resources already in place that describe this then please point me in that direction.
I've been trying to get something basic like this working and keep missing the mark. Pitty I deleted the samples like this I worked out a few years back. [V]
--- edit ---
Looks like I might have cracked it.
Thanks,
Joco.
e.g. getting map loaded, setting up a ship, placing the player in the ship etc.
Looking for real basic stuff here. No fancy UI screens just start the scenario and bank you are in a ship at a location like Hoffar's Wake.
Ideally there would be code comments on what order the exported functions are called by the flux engine.
If there are resources already in place that describe this then please point me in that direction.
I've been trying to get something basic like this working and keep missing the mark. Pitty I deleted the samples like this I worked out a few years back. [V]
--- edit ---
Looks like I might have cracked it.
Thanks,
Joco.
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- GrandpaTrout
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- King of Space
19 years 7 months ago #12587
by GrandpaTrout
Replied by GrandpaTrout on topic Skeleton Scenario Code
In the POG sdk there is a challenge_course.pog file that implements a scenario. Granted, it is way more complex than you need, but it is a working example. I have never actually built a scenario mod.
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19 years 7 months ago #12588
by Joco
Replied by Joco on topic Skeleton Scenario Code
Thanks. That is what I have been using as my starter. Seem to have gotten it starting correctly now.
The thing that was stuffing me was that the mod code seems to get cached by EoC after the inital run. Having to stop/start the game to get code changes being effected was not something i expected.
Once I get this skeleton tidied up a bit I'll post it for anyone else to use.
--- edit ---
Yes - all working now. I can enter the game and move about the clusters no problems now. There is no traffic or anything but then that is just a perfect opportunity to instantiate a custom traffic system [8D].
Cheers,
Joco.
The thing that was stuffing me was that the mod code seems to get cached by EoC after the inital run. Having to stop/start the game to get code changes being effected was not something i expected.
Once I get this skeleton tidied up a bit I'll post it for anyone else to use.
--- edit ---
Yes - all working now. I can enter the game and move about the clusters no problems now. There is no traffic or anything but then that is just a perfect opportunity to instantiate a custom traffic system [8D].
Cheers,
Joco.
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19 years 7 months ago #12600
by Joco
Replied by Joco on topic Skeleton Scenario Code
Right got it available online now. Anyone interested can get it from here:
homepages.paradise.net.nz/twl-jame/iwar/
homepages.paradise.net.nz/twl-jame/iwar/
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19 years 7 months ago #12602
by Qlippoth
Replied by Qlippoth on topic Skeleton Scenario Code
Sorry for the off topic, Joco, do you do Neverwinter Nights stuff as well? The heading of your IWar page has NWN instead.
I'm into NWN as well (helping test Good vs. Evil), just wondering.
- Qlippoth
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I'm into NWN as well (helping test Good vs. Evil), just wondering.
- Qlippoth
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19 years 7 months ago #12605
by Joco
Replied by Joco on topic Skeleton Scenario Code
oops - lol. Caught. Yeah I do NWN nights stuff as well. I wrote NWmax for NWN and do the tools work for the Dragonlance Adventures mod group.
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