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WHL Tech Issues

Posted: Sun Jan 29, 2012 9:46 pm
by Teric neDhalir
Questions for Tech staff re ACR and other things;

1) I'm using "travel" areas that scale PCs down to 25% for the majority of my exteriors - I've had reports that resting in these areas causes the PCs to return to 100% scaling. I can only track ACR_ModuleOnPlayerRest() back as far as acr_mod_events_i where it's a wrapper for ACR_OnPlayerRest(). I can't find where that function is defined to try and find out what may be causing the rescaling. Any ideas where to look for that function or what may be causing the rescaling (probably something that removes effects)?

2) When an encounter is triggered on the travel map you are ported to a small exterior. If you're killed there the corpse object seems to stay there for ever. The bodies are begining to pile up which is a bit rubbish. Has anyone solved this for the encounters on TSM, for example?

3) I have one last area to finish before saying I'm done, which involves a lot of custom scripting for traps and so forth, could anyone volunteer to help check my workings for what I've got so far and help me finish off the last couple of rooms?

Many thanks,
Teric

Re: WHL Tech Issues

Posted: Sun Jan 29, 2012 10:48 pm
by Zelknolf
Teric neDhalir wrote:Questions for Tech staff re ACR and other things;

1) I'm using "travel" areas that scale PCs down to 25% for the majority of my exteriors - I've had reports that resting in these areas causes the PCs to return to 100% scaling. I can only track ACR_ModuleOnPlayerRest() back as far as acr_mod_events_i where it's a wrapper for ACR_OnPlayerRest(). I can't find where that function is defined to try and find out what may be causing the rescaling. Any ideas where to look for that function or what may be causing the rescaling (probably something that removes effects)?
Use SupernaturalEffect(eWhateverEffect) to create an effect that resists resting.
2) When an encounter is triggered on the travel map you are ported to a small exterior. If you're killed there the corpse object seems to stay there for ever. The bodies are begining to pile up which is a bit rubbish. Has anyone solved this for the encounters on TSM, for example?
Not forever, but yes a very long time, especially now that we're resetting the game clock based on the RL calendar at every reset (which has the net effect of making corpses persist longer).
3) I have one last area to finish before saying I'm done, which involves a lot of custom scripting for traps and so forth, could anyone volunteer to help check my workings for what I've got so far and help me finish off the last couple of rooms?
Are you looking for code review, black box testing, or end user testing?

Re: WHL Tech Issues

Posted: Sat Feb 04, 2012 9:10 pm
by Teric neDhalir
Use SupernaturalEffect(eWhateverEffect) to create an effect that resists resting.
That seems to fix it, thank you.
Not forever, but yes a very long time, especially now that we're resetting the game clock based on the RL calendar at every reset (which has the net effect of making corpses persist longer).
Ok, well, it's untidy and also a bit of a loot sump. Should I worry about this, or is it too complicated to try and fix?
3) I have one last area to finish before saying I'm done, which involves a lot of custom scripting for traps and so forth, could anyone volunteer to help check my workings for what I've got so far and help me finish off the last couple of rooms?
Are you looking for code review, black box testing, or end user testing

I'm looking for all of the above. Easiest thing to do is show it to someone from a PC's point of view then have them go through the various bits of scripting to see if they're acceptable.

Thanks,
Teric

Re: WHL Tech Issues

Posted: Sat Feb 04, 2012 11:06 pm
by HEEGZ
Teric, let me know when you have the mod back online and ready for the walkthrough. I can do some testing while I'm added since it seems you're ready for that now.