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Город Мастеров _ Neverwinter Nights 2 Obsidian Toolset _ Список неработающих функций

Автор: virusman Dec 17 2006, 02:28

Вот такой немаленький списочек есть на форуме Obsidian:

QUOTE
*BROKEN*

ActionSit()
-- The action does get added to the queue but nothing happens.

ResetLevels()
-- If used on multiclassed character the game will crash the next time they level.

CopyItemAndModify()
-- Does create a copy of the item, however things like color and certain parts are not modified as suggested. Functions that rely on this one like IPDyeArmor() are thus broken as well.

ActionPlayAnimation()
-- ActionPlayAnimation does not loop a looping animation for the full time period specified by fDurationSeconds.

TakeGoldFromCreature()
-- Doesn't work.

GetNextItemInInventory()
-- Will *never* return an invalid object when used against a store, making it impossible to use for iteration.

AddJournalQuestEntry()
-- Seems to be adding the journal entry to all party members whether or not you specify false for it.

GetItemAppearance()
-- Is returning -1 on valid armor (I'm using the model type args).

ActionMoveToObject()
ActionMoveToLocation()
-- Hang up if the Waypoint or Object is in another area - even if an area transition is easily available. Unlike NWN1, NPCs will never try to area transition. Furthermore, if for some reason an NPC at any time tries to ActionMoveToLocation or ActionMoveToObject on an object outside of the current area, the script hangs and kills their behavior.

ExportSinglePc()
-- Appears to only function in the OnClientLeave event.



*INCOMPLETE*

SetWeather()
-- This function does not work for nWeatherType = WEATHER_TYPE_SNOW (1) or WEATHER_TYPE_LIGHTNING (2).

SetEventHandler()
GetEventHandler()
-- These functions do not work for module and area object types. I've confirmed they work for all other object types (however SetEventHandler doesn't work for player objects but that's probably on purpose).

SignalEvent()
-- Does not work with a user defined event being sent to a Area of Effect Object, even though we now have the ability to assign an AOE user defined event handler.

CreateItemOnObject()
-- Has only 3 parameters, but in NWN1 there is a 4th parameter (tagName), hope you will patch this to allow script compatibility.

ExportAllCharacters()
ExportSingleCharacters()
-- For server vault. This works and updates in the local vault, but it wont write anything to the server vault.

*DEPRECATE*

GetLastReSpawnButtonPresser()
-- Nothing causes the module respawn button to fire, therefore this function will never return a valid value. It either needs to fire the module event properly or this function should be depricated.

Кстати, насчёт ActionMoveToObject и ActionMoveToLocation.. В НВН1 я долго удивлялся, что Биовари реализовали (причём более-менее нормально) поиск переходов между локациями.
Неработающие ExportAllCharacters/ExportSingleCharacters - без комментариев.

Автор: Lex Dec 17 2006, 14:17

QUOTE(virusman @ Dec 17 2006, 02:28) [snapback]100615[/snapback]
Unlike NWN1, NPCs will never try to area transition. Furthermore, if for some reason an NPC at any time tries to ActionMoveToLocation or ActionMoveToObject on an object outside of the current area, the script hangs and kills their behavior.

уууууу.... это наталкивает на мысль, что придется самим писатьпоиск пути с учетом переходов местности.. мдя, пиндосы они, чесс слово.

Автор: helvene Dec 20 2006, 11:14

QUOTE(Lex @ Dec 17 2006, 14:17) [snapback]100624[/snapback]
мдя, пиндосы они, чесс слово.

Лекс, они просто халтурщики. И не суть, какой национальности.

Автор: Laajin Jun 1 2010, 11:16

интересно, они исправили их в последующих патчах?)

Автор: virus_found Jun 5 2010, 18:31

Археолог детектед smile.gif

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