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ACR 2 Spawn System Guides

Posted: Wed Dec 05, 2007 10:01 pm
by Rick7475
For some reason I have access to the big technical manual but not to the quick guide :?


First off, can I have access to the quick guide, pretty please?

Second, not sure why I have access in one area and not the other, perhaps a bug.


Anyway, thanks for granting me access so I can spawn some ancient red dragons in the starting area :evil: :twisted: :P

Posted: Wed Dec 05, 2007 10:19 pm
by Magonushi
As long as they are related to that pot smokin' green from Honah Lee.

Posted: Wed Dec 05, 2007 10:23 pm
by Wynna
I asked the same questions a few weeks ago Rick. Turns out the Quick Guide...doesn't exist. There is only the full guide.

Posted: Wed Dec 05, 2007 11:51 pm
by Rick7475
Ah, well, I am hoping to get some spawns working, if Indio had them working in TSM, they don't work now, though I suspect it is something simple like adding a script.

Posted: Thu Dec 06, 2007 2:45 am
by AcadiusLost
I'll hazard a guess that perhaps you imported indio's areas and resources into your module, rather than adding yours to his- in order for the spawn system to work you'll need:

1. The ACR installed (all acf_* scripts in the module)

2. acf_mod_* scripts in all the module events

3. acf_are_* scripts in all the area events (for all areas in the module)

4. NWNx4 installed, and configured to connect to a MySQL server

5. An SQL server (can use the central one, or host one locally if you install MySQL).

Indio, Wynna, and a few others have been through the (somewhat painstaking) process of getting a module all configured to work with full ACR functionality before, so may be able to offer some pointers. There are enough points at which things can become derailed to go back and forth daily for a week of forum posts, so I'll recommend an IRC visit to #alfa-builders, and I'll try to run through a checklist with you. I had been thinking I'd just iron out the script/ACR quirks on my end once you had the module ready, though I realize now that you mention it, that you'll be wanting to place and test your spawns before then.

A few other questions in addition to the above:

6. Can you log in with a player client, or do you get booted?

7. When logging in as a DM, do you receive a spawn debug wand? If so, does it do anything when you activate it?

Posted: Thu Dec 06, 2007 2:51 am
by indio
I gave Rick the full mod AL, so it's likely database related.

Posted: Thu Dec 06, 2007 3:17 am
by Rick7475
Yep, no NWNX4 or Mysql. I will leave that for a few weeks then and concentrate on fixing all the areas.

Posted: Thu Dec 06, 2007 3:40 am
by AcadiusLost
If it's the same mod and just lacking NWNx4 setup, that's a 15-30 minute fix tops, if you want to catch me in IRC- fairly painless compared to hunting through a laundry list of potential module configuration / ACR installation problems.

You'll need NWNx4 set up to test static quests as well, since the central SQL database is where all the quest variables get stored by default. Might be better to get it out of the way sooner than later, though I expect there's plenty else that still needs to be done in the meantime.

Happy to walk you through it when you find the time- your late evenings are the best chance to find me with time to spare, but I check IRC periodically all through the day.

Posted: Wed Dec 12, 2007 6:46 pm
by ç i p h é r
FYI. The NWNx4 setup instructions are in the tech wiki here:

http://www.alandfaraway.org/docs/Techni ... Connection

Should get you 9/10ths of the way there.

Posted: Wed Dec 12, 2007 6:57 pm
by AcadiusLost
Hah, I don't have access to see that link to confirm if the info is correct, guessing it's "DM access only". Got to love wiki permissions.

Posted: Wed Dec 12, 2007 7:35 pm
by ç i p h é r
Hey, how'd that get in there...? Is someone playing a prank on me...?

Ok, let's see about moving that where it belongs...

Posted: Wed Dec 12, 2007 7:43 pm
by ç i p h é r
Ok moved the article back into the TECH domain...and that IS my bag, baby.