Search found 62 matches
- Wed Dec 05, 2007 9:46 pm
- Forum: General Discussion
- Topic: BUG?
- Replies: 1
- Views: 3771
- Wed Dec 05, 2007 9:18 pm
- Forum: General Discussion
- Topic: Character vault
- Replies: 1
- Views: 3665
- Wed Dec 05, 2007 9:13 pm
- Forum: Blackstone Scripting Forum
- Topic: How dare I?
- Replies: 21
- Views: 38025
I don't want Blackstone splintered. -driller Totally feel you. But to excite you guys, my module is extremely, largely, superly inspired by BSK and all its awesomeness. I threw some Zelda and WoW elements in there as well. Thanks driller. And now the catch: The module is nowhere near finished. Lol....
- Wed Dec 05, 2007 9:10 pm
- Forum: Blackstone Scripting Forum
- Topic: Just wondering...
- Replies: 46
- Views: 65390
Here's an interesting dilemma. When a player quits, you are storing any changes made to the character. Is that using the ExportSingleCharacter function or something else? Should do that automatically for Server Vault. I must know, how are you handling subraces? I see that you're using creature skin...
- Wed Dec 05, 2007 8:58 pm
- Forum: Blackstone Scripting Forum
- Topic: Random Frustrations >_<
- Replies: 11
- Views: 17449
- Wed Dec 05, 2007 8:57 pm
- Forum: Blackstone Scripting Forum
- Topic: Tips and Tricks
- Replies: 10
- Views: 17936
- Wed Dec 05, 2007 8:37 pm
- Forum: General Discussion
- Topic: Just curious
- Replies: 3
- Views: 5989
Just curious
How receptive would you guys be to a module filled with dungeons with puzzles in them, as well as the monsters and such, like Zelda style?
- Tue Dec 04, 2007 11:13 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
The case is irrelevant. The good thing about doing it my way is that you will never have to edit your code to add new monster resrefs. You just plop down waypoints properly named and it will spawn the mob based on the tag. -driller lol your code is neater than mine...but both do the same thing...i ...
- Mon Dec 03, 2007 11:03 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
lol your code is neater than mine...but both do the same thing...i mean if i add the delay. Yeah I didn't know that it resets it, that's weird. I thought it might count them, but it should just pass over them, right? Nope! >< Except I say CreateObject(OBJECT_TYPE_CREATURE,GetStringRight(GetStringLow...
- Mon Dec 03, 2007 9:00 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
- Mon Dec 03, 2007 7:06 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
- Mon Dec 03, 2007 7:04 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
- Mon Dec 03, 2007 6:54 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
- Mon Dec 03, 2007 6:45 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
Look for placeables causing problems with the walkmesh. Remove or reposition the last few placeables you recently added before it started crashing. Turn on baked and surface mesh. Enable wireframe mode and look for placeables hidden beneath the ground. -driller Wait a second, I'm getting somewhere....
- Mon Dec 03, 2007 6:27 pm
- Forum: General Discussion
- Topic: Scripters needed
- Replies: 15
- Views: 17531
I hope you are not serious, try this: This is based on the PM you sent me that said you could load it in the toolset but not play it. 1.Make a new area and put the start in it. 2.Rebake all the areas. 3.Go to file->select->area and export each area to a file. Make a new module and import them one b...