I think I may have gone mad, but I decided to give NWN2 one last chance... Reinstalled and patched to 1.23, no expansion packs. Nothing else added, clean install.
Make a simple area and put a placeable down. I give the placeable a heartbeat script:
Bake, compile all, save, run. No messages. I can see the placeable, it just does not do anything. I check the properties of the placeable and I can see the script there in the heartbeat event slot. I rename the script to p_<tag>_hb where <tag> is the placeable tag. Nothing.
I add the same script to the area heartbeat. Run. "ticktock", "ticktock", "ticktock".
So do placeables not really have heartbeat events or is there some other trickery to getting them working?
Registrato il: 15 feb 2005 Da: Montreal, Quebec, Canada
Inviato: giovedì, 05 novembre 2009 06:14
Just tested in a brand new mod and HB sendmessage works fine with Static FALSE placeable and not with Static TRUE one.
Are you sure the placeable instance is straight from blueprint, and not converted from environmental? Environmental objects converted back to placeables seem to not always recover all their functionality, including perhaps HBs. _________________ E.C.Patterson Gaming Parents Studios NWN2 mod in production: Trinity - Watch the trailer
Thank you for your help. Here is how the problem occurs. If I pick a standard placeable and add the script, it fires fine.
If I rightclick in the placeable pallete and chose create blueprint, then add the script to the new blue print's hearbeat slot, then it does not fire (with static set to false).
So it apprears to work for an existing placeable blueprint, but not a new blueprint.
Blueprints shouldn't have anything to do with it, the instance in the area is distinct from any blueprints anyway. I've used heartbeats with custom placeables, even placeables spawned-in via script.
How exactly are you using the placeable? _________________ The Last of the Danaan - SP Mod Click Here
Quote: Posted 11/05/09 19:30 (GMT) by friendlyfire
Thank you for your help. Here is how the problem occurs. If I pick a standard placeable and add the script, it fires fine.
If I rightclick in the placeable pallete and chose create blueprint, then add the script to the new blue print's hearbeat slot, then it does not fire (with static set to false).
So it apprears to work for an existing placeable blueprint, but not a new blueprint.
open in new window, compare line by line to another placeable.
Thanks Brian, the problem was driven from when a new blueprint is created. The default object has 0 hitpoints and regardless of whether it is plot, usable etc, the HB event does not fire unless there is a positive value there.