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ace92
07-05-2006, 05:31 AM
Hi,i need a litle help in two things...
1)linking 2 modules toghther.
2)attaching voice to a dialog.
if anyone can help me please do.
thank you very much!!!!!!!!!

Darkkender
07-05-2006, 02:09 PM
Well for the linking 2 modules together this is handled by script actions. You would use the StartNewModule script function. Below is are two examples from my Jesset Dal Kest mod..

void main()
{
StartNewModule("dalkesttmb", "dketrdalkesttmb");
}

void main()
{
StartNewModule("eboillusion", "startpoint");
}

Lit Ridl
07-06-2006, 05:48 AM
I think he was talking about merging too areas together.
About sounds and dialogs.
Open your dialog, choose any entry (for replies it is bugged) and you'll see in the lower left corner field named "Sound". Enter here your sound name.

ace92
07-06-2006, 07:37 AM
no i meant voice of the sentence that they will hear the me or somebody else the sentence...but thanks any way
about the script where do i put and what do i fill in?
thanks for the help!!!!!

jinger
07-06-2006, 07:58 AM
if i get it right you want to be able to go from area A to area B :) you need a trigger object to put in the .git file (one for area A that gets you to area B, and one in area B that gets you in area A). it's best if you use Kotor Tool to see exactly how it's done in an existing module. as for dialogs, i assume you're using DLGEditor, just select an entry and put the name of the audio file (without ".wav") in the VO_Resref box, again check out an original dialog and see exactly how it's done if you have doubts.

ace92
07-06-2006, 11:45 AM
Ok got it,but when i put a triger and put it like the real thing when i push the ok button he gives me this massge:
"Object reference not set to an instance of an object."
What does it mean and what do i do?

Darkkender
07-06-2006, 01:00 PM
To help you out the best in this case. Download my Tomb of Jesset Dal'Kest mod. The mod contains various assets that will come in handy when trying to figure these things out. First I include the source scripts to all of the scripts. Second the mod has 2 area module files with like 3 different methods of launching the StartNewModule function so that you can see the different ways in which it is implemented. There is also a great tutorial in the general tutorial section by Doom Dealer. Here->http://www.lucasforums.com/showthread.php?t=130451
Also a great combo editor that is floating around out there is NWNEditor. This will allow you to open the mod files then click on something like the git file and right click and tell it to open in a gffeditor window. Let me know if you can't find this editor and I can send it your way.

ace92
07-06-2006, 08:31 PM
thanks darkkender...but if you can explain to me what do i need to place or what do i need to wirte and where it will help me alot...thanks you all
and darkkender i can't find the map file you used on your mod...where can i find it?

Darkkender
07-07-2006, 02:35 AM
There will be 2 or 3 folders in the archive one of them is titled modules there you will find the mod files that contain the different information linking one area to another. Beyond looking at the mod I would once again recomend the tutorial above again as I used this very tutorial to build the framework of the above mentioned mod.

ace92
07-07-2006, 08:50 AM
finally i've did it...but i need help in something else...how do i change the title of that thing i mean before we go throw the door and trnsit to the other moudle there is a sentece in the middle high screen the tells me where i'm going can you tell how do i change it.
thank you very much!!!

Darkkender
07-07-2006, 11:57 AM
Off hand I believe this to was changed by entries in the Module.ifo, the Git and Are files. I'm not cerain which it was but I'm pretty sure it is likely to be the Module.ifo file.

ace92
07-08-2006, 10:54 AM
can't find it so i'l check it later...i need help in something else,does anyone know of can i join someone to my party?