Spawning probs

Ideas and suggestions for game mechanics and rules.
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AcadiusLost
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Post by AcadiusLost »

Allright, next thing to try (thanks to Teric for the suggestion) - reconfigure your MySQL install from the wizard in the start menu, but this time, enable TCP/IP.

Once you've got that done, try again with proper settings in place.
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AcadiusLost
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Post by AcadiusLost »

Aha, this sounds like the culprit. My mistake, I shouldn't have advised disabling TCP/IP in the MySQL instance configuration. If you go back and turn it back on again, things should start to work properly.

It's got Teric sorted out now, and I confirmed both ways on my rig- disabling it caused the identical error, re-enabling resolved it.

Learn as we go, eh? Let me know if this sorts your problem out.
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Kaosodin
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Post by Kaosodin »

ok, here is one file

NWN Extender 4 V.0.0.8
(c) 2007 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org

* Loading plugins...
* Loading plugin xp_mysql.dll: Error during plugin initialization.
* Loading plugin xp_sqlite.dll: Successfully registered as class: SQLoff
* Loading plugin xp_time.dll: Successfully registered as class: TIME
* Disabling general protection fault error dialog.
* NWNX4 activated.
* NWNXSetString: Function class 'SQL' not provided by any plugin. Check your installation.

over and over again

and

NWNX MySQL Plugin V.0.0.8
(c) 2007 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org
(built using mysql-5.0.27 source)

* Log level set to 1 (only errors)
* Connecting to server localhost
* Connection to MySQL server failed:
Can't connect to MySQL server on 'localhost' (10061)


hope this helps /roar
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Kaosodin
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Post by Kaosodin »

yea, that worked it out, excellent guys. thats team work right there.....

well done.


Kaosodin
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Kaosodin
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Post by Kaosodin »

ok, now the spawns are spawning, and i believe i understand how to set them. leaps and bounds today,

tomorrow i should have everythnig converted (takes a sip of coffee) yea, maybe.

thanks guys,

Kaosodin
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AcadiusLost
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Post by AcadiusLost »

Drop a line if you come to anything particularly puzzling.

We've also got support for Group Spawns as defined by special scripts, noticed that looks undocumented on the wiki. I'll see if I can find some examples and make a thread about them- so far only a few builders have been "in the trenches" with ALFA spawns at this point- interested to smooth the way for future travellers once things open up a bit more.
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indio
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Post by indio »

AL, if you look at the Silverymoon mod I posted a week back, there are about 10-15 monster group scripts in it that call ALFA mob spawns. I'm happy for them to go public, but I can't do it myself right now.

Good to see you up and running Kaos.
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Rotku
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Post by Rotku »

It's amazing seeing the progress you're making, Kaos. Look forward to seeing the result :)
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Kaosodin
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Post by Kaosodin »

thnks guys, but really you guys deserve the hugs.... without your help, i would be lost.

well done folks.... ALFA has always made me feel like apart of the family
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Kaosodin
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Post by Kaosodin »

ok folks, if i want to change somethnig about the spawns, i find the proper variable.... and i want to adjust the Valuestring right? like if i didnt want a radius on a monster spawn i would change ACR_SPAWN_RANDOM_RADIUS

ValueFloat = 2
ValueInt = 2
ValueString = 0
Value UnAsigned = 2
VariableType = Floating Point

it should look like this right? i leave all else alonje but the ValueString?

thanks guys
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AcadiusLost
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Post by AcadiusLost »

Kaosodin wrote:ValueFloat = 2
ValueInt = 2
ValueString = 0
Value UnAsigned = 2
VariableType = Floating Point
The way the toolset shows local variables is fairly counterintuitive - the variable type here is "Floating Point", or rather, a decimal value (like 4.5, 2.3, 1.0), rather than an integer (like 3, 6, 7), or a string (like "Hello Stranger!").

The ValueFloat is the only one that matters, when the Type is Floating point. Set that to 0 (technically 0.0, but it knows what you mean with a 0) if you don't want a radius for your spawn.

The ValueInt setting there just tells you what the current value would be if you changed the variable to an integer. It should switch to 0 automatically when you change the ValueFloat as recommended. You can see how it works by setting ValueFloat to 4.3, 2.7, 1.2, etc - I believe it just drops everything after the decimal (though you can check, some small chance that it rounds to the nearest whole number- unlikely though).

The ValueString is only meaningful when the VariableType = String (like in the ACR_SPAWN_RESREF_1 case).

Hope this makes some sense- the only important field for a variable will be the one referred to by VariableType - as ACR_SPAWN_RANDOM_RADIUS is a decimal/floating point, that's the place you need to make the change.
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