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Omega Wand doesn't work if you've possessed
Posted: Mon Nov 15, 2010 5:45 am
by JaydeMoon
As title states:
Omega Wand won't work if you've possessed a creature in the area you are in. You have to jump elsewhere and return to use Omega Wand.
Re: Omega Wand doesn't work if you've possessed
Posted: Mon Nov 15, 2010 6:33 am
by Rotku
It's a well documented bug with NWN2. I believe the same applies for all of those sort of items. It's a bugger and can be annoying. Wynna use to suggest just avoiding possessing and using the various tools to control things, but that never really worked for me.
Re: Omega Wand doesn't work if you've possessed
Posted: Mon Nov 15, 2010 2:21 pm
by CloudDancing
Also it crashes the server when you click on traps, set traps and/or set traps on triggers. As I figured out their are triggeres painted pretty much anywhere you want to place traps.
It's pretty much fun if you plan ahead to use it for various reasons, and no fun if you want to use it on spur-of-the moment, creative issues.
Re: Omega Wand doesn't work if you've possessed
Posted: Mon Nov 15, 2010 2:41 pm
by AcadiusLost
JaydeMoon wrote:As title states:
Omega Wand won't work if you've possessed a creature in the area you are in. You have to jump elsewhere and return to use Omega Wand.
I would guess that the wand is storing essential variables on an object which it's losing track of through the possession action, leading to an invalid or misdirected pointer. Should be fixable, I'll set aside some time to debug this.
Re: Omega Wand doesn't work if you've possessed
Posted: Thu Nov 18, 2010 7:40 pm
by AcadiusLost
Looked into the Omega wand scripts, and the news is a bit worse than expected; most of the option in the convo are setting variables on and looking for variables on OBJECT_SELF, which isn't a consistent deal across possession/unpossession. I should be able to get it working more reliably, but it'll require significant revamping of the existing scripts. I'll also want to talk to an Omega-using DM or two about how it's used in practice before I get too far into that.
Re: Omega Wand doesn't work if you've possessed
Posted: Mon Nov 22, 2010 9:33 am
by Swift
If it could be fixed, that would be grand. One of the most essential functions a DM uses ie making an NPC talk, is an absolute mess if you are not possessing the NPC. The chatbox lets you enter 1 single line of text, and it you type to much, it wraps around, ruining what you were typing.
The only way to make an NPC say more than "I think you had better knock that off" is possessing.
I mainly use the omega wand to check where people are, damage someone, or the odd validation or deity fix.
Re: Omega Wand doesn't work if you've possessed
Posted: Tue Nov 23, 2010 2:36 pm
by AcadiusLost
Did some initial troubleshooting with this, the item activation script still fires as it should before and after possession. After possession the GetItemActivator() still returns the DM avatar, and there is no change in what is seen as OBJECT_SELF by the script (in both cases it seems to be, oddly, the module itself).
So, as far as I can tell, we're not seeing a corruption/misdirection of the object references through the possess/unpossess dance. Next place to check will be the functions that handle opening the omega wand convo- I do see a "speak" action being added to the DM avatar's action queue on activating the wand after possession, but the dialog box isn't coming up. So, I'd say the AssignCommand(ActionStartConversation()) is being applied to the right object (DM avatar), but still failing somehow.
I may try checking with other PW scripters to find out if anything is known about this issue, it's possible others have discovered it and found a workaround. There may also be other ways to get that convo open via different functions which may not be subject to the same buggy behavior that we're experiencing with this current arrangement.