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Post by friendlyfire on Jun 9, 2007 7:39:31 GMT
Looks like one each then - I posted separately about my tell targetting problem incase anyone else is as dumb as me - looking forward to the patch. Thanks.
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Post by roadwyrm on Jan 12, 2008 22:32:22 GMT
I had the same issue (useing 3.0) but useing just the tell it seemed to work up to a point... It says that the character will be deleted and then it boots me but the character is still in the vault. I beleive that the issue may be the fact that my server vault is located in a differant drive than c:/ but I see no options to tell leto or SIMtools where my vault is (const string VAULTPATH_CHAT in the config was the closest Iv found). How does this know where my NWN files are? I use another script for MaxHP and it knows where my file is. ////////////////////////////////////////////////////////// Also...on a OFF TOPIC side question, Id like to make a script that will automatically delet the character right after a conversation (XP Bank type of effect), how would I go about implementing that in a seperate code without the player needing to conferm his/her cdkey?
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Post by FunkySwerve on Jan 13, 2008 3:02:16 GMT
Ther servervault path is in the fky_chat_config script, which you were supposed to read through and configure it as part of the setup. You can find the code to delete a character by searching for the following line: else if (sCText == "delete") It should be around line 2000 of fky_chat_inc. LMK if you need more help. Funky
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Post by roadwyrm on Jan 13, 2008 4:13:16 GMT
Hmm, the vaultpath was commented out so I missed that... the IP option was visible so I commented out the IP vault path and uncommented the path one for my server path. I figured this should work (since you cant uncomment both) unfortuantly I still seem to be haveing an issue... line 393, right? My path to the servervault is "D:/Program Files/NeverwinterNights/NWN/servervault" which I know is correct because Im useing a MaxHP script that works fine. Heres the lines in the config file that I looking at:
//const string VAULTPATH_CHAT = "192.168.2.104:5121"; const string VAULTPATH_CHAT = "D:/Program Files/NeverwinterNights/NWN/servervault";//windows sample //const string VAULTPATH_CHAT = "/home/funkyswerve/nwn/servervault/";//linux sample
Im sure its a stupid issue on my part and to be honest I wasnt going to allow its use anyways so im not sure why Im bothering to ask this but it would be nice to know what I did wrong, thank you for your time.
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Post by FunkySwerve on Jan 13, 2008 4:26:23 GMT
An ip is not a vault path, and that isn't part of the scriptset. No idea who put that there, but it was either you or someone you got your mod from. You need to uncomment one of the VAULTPATH_CHAT consts and put your vault path in it.
Funky
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Post by roadwyrm on Jan 13, 2008 4:47:42 GMT
Lol, I dont know why I put the IP there....other than that I didnt modify anything other than the TRUE and FALSE options. I did comment out that IP line and have the proper path in... I never tested it with the IP anyways and still it doesnt seem to work. It says its going to delet the character in a minute and then boots me but when I relog that characters still there const string VAULTPATH_CHAT = "D:/Program Files/NeverwinterNights/NWN/servervault"; //const string VAULTPATH_CHAT = "C:/NeverwinterNights/NWN/servervault/";//windows sample //const string VAULTPATH_CHAT = "/home/funkyswerve/nwn/servervault/";//linux sample If its working for everyone else Im sure I did something else to something else (I cant think of what) and its not really an issue for me otherwise Id probibly just re-import the erf. Thanks for the help anyways, great work! Now to go bug you about the legendary level script
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Post by FunkySwerve on Jan 13, 2008 6:09:47 GMT
Did you compile scripts after making the change? Funky
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Post by roadwyrm on Jan 13, 2008 8:45:12 GMT
well if you look at the two closely theres no real change, the top versions IP is commented out. I always build module befor saveing even if I know i dont need to, its a force of habit.
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Post by FunkySwerve on Jan 13, 2008 9:08:35 GMT
Are you testing in an empty mod with it set to reset when empty? All leto edits will fail if you shut down the server while they are trying to fire.
Funky
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Post by roadwyrm on Jan 13, 2008 17:58:55 GMT
It is empty but I dont have the "reload when empty"...it couldnt be because Im hosting durring the test, right?
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Post by FunkySwerve on Jan 13, 2008 18:06:25 GMT
Are any of the leto edits working? The more information you can give me upfront the less piecemeal this will have to be. Please also post your nwnx and leto logs.
Thanks, Funky
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Post by roadwyrm on Jan 13, 2008 21:47:47 GMT
Yeah, im useing a maxHP script that uses leto and relogs the player and that works great.
Heres my NWNX.ini
; NWNX2 configuration file ; These are the default values for NWNX2. Values specified on the command ; line take precedence.
[NWNX] ServerPort = 5121 ModuleName = "Arcadia022" WatchdogProcess = yes UpdateIntervalProcess = 5 WatchdogGamespy = no UpdateIntervalGamespy = 20 GamespyRetries = 5 OldGamespyProtocol = no RestartDelay = 5
[ODBC2] ; Log file MaxLogSize = 512 ; in KByte LogLevel = 2 ; 0=nothing, 1=only errors, 2=everything
; Use these two settings for the SQLite internal database source = sqlite file = sqlite.db
; Set hookscorco to false if you want to disable hooking of ; StoreCampaignObject and RetrieveCampaignObject entirely hookscorco = true
[PROFILER] MaxLogSize = 512 ; in KByte LogLevel = 1 ; 1=overall statistics, 2=full script callstack
[CHAT] chat_script=fky_chat server_script=fky_chat_srv
Heres my log right after trying the process
[Sun Jan 13 13:37:44] Loading Module: Arcadia022 [Sun Jan 13 13:37:44]---- Server Options ---- Max Players: 6 Char Levels: (1-20) Player Password: NO DM Login Enabled: NO Server Admin Login Enabled: YES Post Game To Internet: YES Game Type: Action Difficulty: 1 PVP Setting: PARTY Vault: LOCAL Only One Party: NO Enforce Legal Characters: YES Item Level Restrictions: NO Player pausing: DISABLED Auto Save: Enabled Saving Characters in Saved Game ---- End Server Options ---- Connection Attempt made by RoadWyrm (QVRFKQ9Q) [Sun Jan 13 13:38:27] RoadWyrm (QVRFKQ9Q) Joined as Player 1 [Sun Jan 13 13:38:52] delete [Sun Jan 13 13:39:01] delete [Sun Jan 13 13:39:21] delete qvrfkq9q [Sun Jan 13 13:39:25] delete qvrfkq9q [Sun Jan 13 13:39:32] RoadWyrm Left as a Player (0 players left) Connection Attempt made by RoadWyrm (QVRFKQ9Q) [Sun Jan 13 13:41:46] RoadWyrm (QVRFKQ9Q) Joined as Player 1 [Sun Jan 13 13:42:02] RoadWyrm Left as a Player (0 players left) [Sun Jan 13 13:42:13] Server Shutting Down
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Post by FunkySwerve on Jan 14, 2008 3:15:13 GMT
Are the other simtools leto edits working? Also what version are you using? Still need to see the leto log.
Funky
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Post by roadwyrm on Jan 16, 2008 19:56:52 GMT
Yes, I use two other leto based files, one is for Max XP(it relogs the player afterwards too) and I have a character deleting script....both work fine. nwnx NWN Extender V.2.6.1 (c) 2005 by Ingmar Stieger (Papillon) and Jeroen Broekhuizen visit us at http://www.nwnx.org
* Loading plugins... * Plugin chat is loaded. * Plugin leto is loaded. * Plugin odbc is loaded. * Plugin profiler is loaded. * Plugin resetplugin is loaded. * NWNX2 activated. * NWNX2 shutting down... * NWNX2 shutdown successfull. nwnx_leto NWNX-Leto module (build 03 - FF) (c) 2004 by David Frauzel (dragonsong), dragon@weathersong.net Information and support: http://weathersong.infopop.cc
* Loading LetoScript.dll... * LetoScript metamodule activated (60.37ms). <26.15ms> Req:"SCRIPT", Param:"print q<D:/Program Files/NeverwinterNights/NWN/servervaultRoadWyrm/> + FindNewestBic q<D:/Program Files/NeverwinterNights/NWN/servervaultRoadWyrm/>;" <317.9µs> Req:"SCRIPT", Param:"FileDelete q<D:/Program Files/NeverwinterNights/NWN/servervaultRoadWyrm/>" Aha!!!! I guess the issue is that I didnt add a "/" at the end as it says "/servervaultRoadWyrm/" where it should say "/servervault/RoadWyrm/"....I copied the path from the "max xp" script that didnt require that last slash but if I looked at your example befor I copied over it I would have seen the problem. Thank you yet once agian
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