This is the next version of the popular Overland Travel and Random Encounter system (OTRES). It simulates long travels over various customizable terrain connecting your areas of interest, randomly generating encounters on generic maps, similar to the user to Baldur's Gate overland travel. OTRES 2.8 is even easier than OTRES 1 to set up - the conversations handle themselves! All the travel information is contained within the trigger's tag, so you can set up travel between maps with ZERO scripting knowledge. EXTENSIVE documentation included. Thanks for trying OTRES, and if you try it out, please vote! That is my only reward. See text below for more detail. Note: 2.8 fixes some minor problems - see posts below to apply fix without downloading.
Posted by crazedmages at 2008-06-09 12:57:47 Voted 9.50 on 06/09/08
Good system though I had no need for it, I still looked through it. Wish I did have the need and maybe later so adding to my favs. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by mendrys at 2006-11-11 22:59:29 Voted 9.25 on 11/11/06
I've been using this with a non-PW setup, for a small mod using the CRAP+MBH system... And I found one small setting that I didn't see in the documentation that builders will need to adjust.
In the script otres_cleanup_oe, used in the onexit of random areas...
Line 23 reads float Wait = 0.0; // How many seconds to delay after PC has left area
That delay needs to be set higher. With it set to 0.0, the script will destroy any henchmen and/or familiars your party members enter the transition trigger with. I set mine to 5.0 seconds and everything was fine (may need to test it with a little lower time if you're using PW settings). _________________________ "Victory is built from the ashes of your enemies." - unknown
Posted by blkcat1028 at 2006-08-18 16:48:38 Voted 9.50 on 08/18/06
Over 1000 downloads and only 3 votes. That's just sad. This is a great add on for nwn. I am scripting challenged and I was able to get this up and running. Great job! _________________________ Can't sleep, clowns will eat me!
Posted by Anonymous ( 71.66.xxx.xxx ) at 2006-03-11 22:02:20
hmm.. wonder if I can get this functioning with NESS
New version (2.8) is uploaded. It may fix some of those rare multi-party issues. Please e-mail me if you have any questions.
Posted by S. Ouellette ( 63.242.xxx.xxx ) at 2005-11-16 23:36:44
First news - A new OTRES version is ready to be uploaded. Version 2.8 should fix some or all of the multiplayer issues.
jjmdirector says: "Ok I already have a overland travel system working on my mod... my question is I LOVE your encounter system but I cant get it to work by itself. meaning when I try to customize the encounter table and Im simple so Ill put 5-9 possible encounts in the script. when I enter the "danger" area the encounters arent spawning."
OK, let's see. The encounters are set as inactive until an OTRES script activates them. Could it be that this script is not being run before you enter the area? I had an intermittent problem early on that was caused because I ran the script in the OnEnter, and it wasn't quite getting the encounter enabled before the character was there, so I moved it back to execute before the character is moved.
The other thing to check is that you have changed the random number generator to give you a number that is what you have listed in the encounter tables. You could get no encounter if you are rolling, say, 1-100 but you only have encounters for 1-10.
Let me know if you are still having trouble - e-mail is the best way, since I don't get here often.
Ok I already have a overland travel system working on my mod... my question is I LOVE your encounter system but I cant get it to work by itself. meaning when I try to customize the encounter table and Im simple so Ill put 5-9 possible encounts in the script. when I enter the "danger" area the encounters arent spawning.
Posted by Daschel at 2004-10-02 09:40:12 Voted 9.00 on 10/02/04
FYI, the default OTRES trigger has the convo script only in the OnEnter handler. I run OTRES in a multiplayer campaign and changed the trigger so the script is in both the OnClick and OnEnter handlers, haven't had any issues.
I'm not sure what the problem is... I cured it partially by setting the chance to go to a random encounter area to 0. That stopped problems in general, or so I thought. Then while playing with some others on line, I noticed that if 2 different players activate the transition trigger at the same time... The conversation text shows up in the server/chat window below, but no popup appears. Exiting and relogging fixes it.
One other oddity... I'm using HCR, and if you're carrying a player corpse token - when you activate a transition trigger you get transported to the "closed" side of the fugue (where the dead players corpse is stored).
I tried the demo mod as well, with no changes to the configuration, and here's what I got...
1. When 2 players were online, whether in 1 party or not, if a player is standing in the trigger and another activates it, the conversation doesn't always come up.
2. If you're in the same party, and one is too far from the trigger, it jumps that player to the other players location.
Weird stuff. Like I said, this was with the demo mod. It's got to be something with where and how variables are getting stored and then retrieved. It's the only thing that makes sense. Could it be something getting stored on the trigger or the mod instead of the PC (which is where I'd think you'd want to store it for multiplayer compatibility)?
I'll try to dig in deeper and be more specific, or if you get any ideas and want me to check out anything let me know, I'd really like to figure this out.
_________________________ "Victory is built from the ashes of your enemies." - unknown
Posted by S. Ouellette ( 63.242.xxx.xxx ) at 2004-05-25 01:08:00
Accerak,
Well, that is weird! I can't think of anything that would change based on multiple players. Let's troubleshoot...
Are you transported to an area with an OTRES arrival waypoint (i.e. a random encounter map or end point) or just some random location? Does this happen at all OTRES area triggers or just certain one(s)? Do other non-party players get teleported at the same time, or just the one initiating the OTRES conversation?
Can you try it in the demo mod and see if it replicates? That will give us a clue as to whether it is something in the coding, or specific to the mod.
The PW flag stops time from advancing when you travel and turns on a system to prevent more than one party from arriving in a random encounter map.
By the way, if you are using HTF in HCR, I have a little snippet I can post so that you use food during travel.
I've been using your system to set up a PW and haven't had ANY issues whatsoever while testing with a single player in. I ran into a snag though as soon as I put multiple players into the works.
What happens is that the conversation comes up when you enter the trigger, and then, you're randomly teleported to another area of the mod. It only happens when there is more than one client hooked into the server. I tried it having everyone in the same party as well, and got the same result.
Any ideas on what's happening (I made sure your PW flag was set to TRUE as well)? I'm using HOTU 1.62 with HCR. _________________________ "Victory is built from the ashes of your enemies." - unknown
Posted by S. Ouellette ( 63.242.xxx.xxx ) at 2004-05-08 14:20:00
Oh, +blocked+. I used angle braces in the last post, and now it looks weird. Dunjon, your questions don't show up now, only my answers, and the code block doesn't make any sense.
[code]test[/code]
Posted by S. Ouellette ( 63.242.xxx.xxx ) at 2004-05-08 14:16:00
@ Carlo - Verrry interesting - I had not known about that. Now, most of my triggers are pretty small (just covering the edge of the road off the screen) so I woldn't have even seen it. I will add that to the docs.
@Dunjon: Thank you for the questions! That is how I learn what others are experiencing, so I can add workarounds or more explanation in the docs.
Here goes:
1) I ran into Morgan's "disappearing dialogue" issue but figured out that it was due to painting down the 'leading edge' of the trigger along the border rather than where a toon would first enter said trigger. As soon as I redrew the polygons, orienting the first drawn line to be where a toon would cross the problem disappeared. Maybe I just cured the symptom rather than the root problem but I'm not complaining!
>>Let me know if this continues to work, and consider Carlo's solution below.>Ouch! I loop through the trigger tag name to get the OTRES info, and the indicator of each info block is the underscore, so as long as you avoid underscores and spaces, you should be good. I'll mention that in the docs too. However, see my last comment below too.>Yep, the number needs to be a floating point, so if you change that 5 to a 5.0 you will be fine.>OK, all the encounters have to be painted in each random encounter area. They are all disabled by default. The script will select one of them to activate each time a random encounter is selected. If no encounter is indicated, you will not go to the random encounter map - you will end up at your destination. If an encounter is indicated, you will go to a random map, and an encounter will happen. If the random number for the encounter in the encounter table is not listed, or is listed but the encounter is not present on the map, there is nothing for it to activate, and you will appear on the random map with nothing to do but walk to the trigger and continue on. (I had this trouble early on when I messed up the numbers on the if statements).>The bandit encounter is usually pretty tough (the toughest is the "evil mercenaries" encounter - harder than the dragons I think). They are Aurora encounters, so if you find a couple that are too hard, you can add some low-level critters/NPCs to the encounter so that they can be selected. Make sure you click the "Update all instances" button when you edit the encounter - and be prepared to sit around for a while while it does that!>Yah, I put the table together in a way that makes sense mathmatically, but not to humans. :oP I used "" for the two-sided if statements, so the matching statement on the other side has numbers that overlap, like so:
line 1: if(iRoll>10 && iRoll19 && iRoll29 && iRoll10 && iRoll20 && iRoll30 && iRoll>What is interesting is that you could create one mongo set of encounters, then cut and paste those into any terrain. The encounter script will choose which of those can be activated, so you could have a bunch of encounters that are unused in certain terrain (for example badgers in a swamp) but the encounter triggers are there. Or you could just create the encounters you want for a terrain and just paste those in (will help with loading times, I suspect).>It would break something. I think that you can have 255 characters in the tag at this point. If not, it would be straightforward to change the terrain to a number and do it that way. BUT, you would only be making a unique terrain if something was changing in either the encounter frequency, rate of checking, or the encounters themselves. So you might have the following terrains: Forest, Swamp, Plains, MagicForest, etc. Whether you use custom tilesets or not has no bearing on the terrain name - you can name it whatever you want. You could have one tileset for "swamp" or whatever, or more than one tileset. OTRES only cares about the tag of the destination and random areas. When you build those destinations and random areas, you can use whatever tilesets you want as long as the tag doesn't have spaces or underscores.
Hope that helps!
Posted by MorganQuickthrust at 2004-03-11 19:59:54 Voted 9.00 on 03/11/04
I suspect the disappearing dialogue bug others have seen is the Bioware trigger size bug that has been around forever. If a trigger is greater than 1 square in length and has a script attached, the part of the trigger greater than 1 square will not fire the script properly. I was able to replicate this (much to my annoyance) in my implementation of OTRES into a custom campaign module. I'd forgotten about the problem, it'd been a while since I'd had larger outdoor areas to work with.
The best way around this is to create a one-square length trigger and copy&paste it along the edge you need the triggers to cover. If you do full-length area transitions, suggest creating a single template area with all the transitions in place and then editing that when creating new areas.
I suspect the disappearing dialogue bug others have seen is the Bioware trigger size bug that has been around forever. If a trigger is greater than 1 square in length and has a script attached, the part of the trigger greater than 1 square will not fire the script properly. I was able to replicate this (much to my annoyance) in my implementation of OTRES into a custom campaign module. I'd forgotten about the problem, it'd been a while since I'd had larger outdoor areas to work with.
The best way around this is to create a one-square length trigger and copy&paste it along the edge you need the triggers to cover. If you do full-length area transitions, suggest creating a single template area with all the transitions in place and then editing that when creating new areas.
Posted by MorganQuickthrust at 2004-02-26 11:43:00 Voted 9.00 on 03/11/04
Interesting point on painting the Trigger with the leading edge to where the PC first triggers it, Dunjon. I'll have to test and see if that fixes the problem I had back then. :)
I'm just about to really extend my use of this system into some of those tilesets you mentioned you had a problem with due to their name. Thanks for the Heads up, I'll have to go in and make those same changes you did (sounds like I'm using many of the same tilesets. lol). :)
Great system and although I was a bit hesitant about implementing (I'm not a scripting guru) I finally decided to bite the bullet and dive in since I would rather use this than paint down a bazillion areas (I'm using Jaeger's 'Seamless Area Transition' script). You have done an outstanding job recreating a sorely needed pnp feature and the support info (module, documentation) was a big help.
Anyway, I've been tinkering with OTRES for a couple of days now and have a few points/comments/questions:
1) I ran into Morgan's "disappearing dialogue" issue but figured out that it was due to painting down the 'leading edge' of the trigger along the border rather than where a toon would first enter said trigger. As soon as I redrew the polygons, orienting the first drawn line to be where a toon would cross the problem disappeared. Maybe I just cured the symptom rather than the root problem but I'm not complaining!
2) I am using many cool community-created tilesets, (Na, Den, Danmar, JXP, and Pasilli to name a few) and I could not get OTRES to work while the terrain name had any SPACES or UNDERLINES. For example, "DC Forest" and "DC_Forest" would not work while "DCForest" worked just fine; my first hint came when I remembered that you cannot enter spaces in tags anyway. To fix the issue I went into the SET file of the tileset and changed the name descriptor. Now OTRES seems to work with no problem where before I could launch the conversation but could not go anywhere (which when combined with problem #1 listed above lead to some real troubleshooting moments - LOL).
3) I tried changing the percentage for encounters to a whole number (like 5) and got and error compiling (some comparison error - I can try to recreate if you want exact syntax) but when I changed it back to a decimal (like 6.5) it worked fine and did give me more encounters.
4) In the documentation provided I could not find a statement anywhere (not bashing the doc, it was INSTRUMENTAL) telling me that I HAD TO paint down all of the encounter triggers but when I did not I only got an encounter one time out of a dozen versus painting them all down and getting an encounter EVERY time. Is this the case? If some encounters are not painted and the randomizer selects one of those non-painted encounters will the system still drop you into a random map and then generate 'nothing'?
5) As long as we're talking encounters, it seems that I've been drawing some real tough ones. For example, my test toon (4th level fighter) against a bandit, two bandit archers, a bandit cleric, and a bandit rogue. Or same toon against a malar panther - ouch. I'm guessing that maybe I should create my own tables since you're using the aurora engine for encounters anyway.
6)Any way to get a more detailed 'how-to' on creating the encounter table? I read through your documentation and looked at the script but I'm still lost since some of the numbers seem to overlap. Help! Please!
7) Again, no statement that I had to create (or at least reference) the encounter script file when using new terrains (rather than the forest or mountains provided); I ended up copying the included forest script and renaming it for the new terrain (DCForest). Also, what if the terrain name is longer than what the script allows for naming? Right now I have no problem with "DCForestrd" rather than "DCForestrand" but what about longer ones like DOA's Builder Base 2.1? Can you truncate the naming or will it break something?
Sorry to have been so long-winded but if any of this feedback helps then I hope you'll take it as praise for what has obviously been a labor of love on your part. Thanks!
This is a compilation of the old system into a single score. There were 10 that made this score of 8.90 then rounded to 9.
Posted by S. Ouellette ( ..xxx.xxx ) at 2004-02-15 20:27:00
Thanks for the update, Morgan! Weird, weird weird. But the cut 'n' paste seems OK as a workaround. I'll update that in the release notes.
Posted by MorganQuickthrust at 2004-02-05 06:13:00 Voted 9.00 on 03/11/04
I just wanted to mention that the problem I was having was not related to this Random Encounter, Travel System. Apparently there is a Bioware bug that does not allow you to draw a trigger on the 3rd tier of land and have it function correctly in a conversation based Area Transition.
I was able to get around my problem by creating the Trigger on the 2nd Tier of land, then copy and pasting it to the 3rd Tier. This made it think it was still on the 2nd Tier and it now functions correctly, though the blue highlighted outline of the trigger cannot be seen, as it thinks it's on the second level still. Heh heh...
Great system you have here! If it wasn't for a strange bioware bug, it would have been a snap to implement! :)
Posted by MorganQuickthrust at 2004-02-01 10:01:00 Voted 9.00 on 03/11/04
Thanks for the response! It's very much appreaciated. I'll take a closer look at the items you mentioned. I did take a look at where you're setting the variables and it did seem like you were looping through the Party. I'll take a closer look though. Perhaps they are not all being set. I did notice in the conversations that you fire a script on the Action Taken sequence where you set some Variables. These only seem to be set on the Speaker. Could this be causing it? When this happened in my testing, the Party member had initiated a conversation during an earlier trip. Just thought I'd mention it. I'm in a bit of a rush today with the Superbowl, but I'll try to investigate that possibility when I'm around again in a couple of days. It's something I just thought of. Heh heh...
But I do have another problem that I simply cannot figure out what is wrong and was hoping you might have encountered this behavior before and give me some ideas what might be wrong. Heh heh... I wrote to you about this in an email last night, but thought I'd post about it here in case seomone else has run into this problem and has a solution. ;)
When I first wrote you what I had done was link two of my areas using your area transition system in place of the one I was using (standard system). It was easy to setup and worked well. In exactly the manner I had hoped. That was when I made my first post here. Since then I had decided to link the next area. I was exiting the same area I had entered with the original transition I had set up with my first OTRES link and traveling to the next area in the module. Unfortunately I cannot get this link to work. I've tried redrawing the trigger, using a different tag name and being sure they matched the tags set in the OTRES_INC file.
What is happening is when I hit the trigger, it fires the conversation, but the conversation immediately shuts down without offering me the opportunity to continue or stay. It just shuts down. It does very rapidly give me the text of the initial conversation, but it disappears immediately. The conversation does list the correct destination area in the conversation, so it appears to be reading the information correctly when the Trigger is fired. But for some reason, it then shuts the conversation down, almost like it's being interrupted for some reason. :-\
What I was wondering is if this ever happened to you and do you have any idea what could cause this? I only have 4 triggers setup right now in 3 areas (2 are on either side of a single area). The include file is setup with 4 areas and a max of 4 in the resmax variable. I believe everything is setup right, but who knows. I should mention that the transition coming back the other way on these two areas works fine, as does my other set of transitions. Here's a look at what I have in my OTRES_INCLUDE file.
*********************************************
//OTRESOnModuleLoad stores the jump descriptions and tags
//on the module as an "array"
void OTRESOnModuleLoad()
{//OTRESOnModuleLoad start
object oMod=GetModule();
/*
Enter the destination description for DD1, DD2, etc.
Enter the tag of the waypoint for the area for t1, t2, etc.
Example
SetLocalString(oMod,"DD1","The first forest Wayhouse");
SetLocalString(oMod,"t1","ForestWaypoint1");
*/
SetLocalString(oMod,"DD1","The Benzor Flats"); //Description for players for location 1 used in OTRES dialog
SetLocalString(oMod,"t1","BenzFlatArrive"); //Tag of OTRES arrival point for location 1
SetLocalString(oMod,"DD2","The Benzor River Valley");
SetLocalString(oMod,"t2","BenzRivValArriveW");
SetLocalString(oMod,"DD3","The Benzor River Valley");
SetLocalString(oMod,"t3","BenzRivValArriveE");
SetLocalString(oMod,"DD4","The Eastern March");
SetLocalString(oMod,"t4","EasternMarchOTResW");
//add new area descriptions and tags here, increasing the number each time as above
SetLocalInt(oMod,"iOTRESMax",4); //Highest number of OTRES locations, should match the highest DD and t above - used for error trapping
SetLocalInt(oMod,"bPW",TRUE); //Set this to true for persistant worlds
}//OTRESOnModuleLoad finish
*****************************************************
The Tag of the Trigger is this...
Posted by MorganQuickthrust at 2004-02-01 10:00:00 Voted 9.00 on 03/11/04
Thanks for the response! It's very much appreaciated. I'll take a closer look at the items you mentioned. I did take a look at where you're setting the variables and it did seem like you were looping through the Party. I'll take a closer look though. Perhaps they are not all being set. I did notice in the conversations that you fire a script on the Action Taken sequence where you set some Variables. These only seem to be set on the Speaker. Could this be causing it? When this happened in my testing, the Party member had initiated a conversation during an earlier trip. Just thought I'd mention it. I'm in a bit of a rush today with the Superbowl, but I'll try to investigate that possibility when I'm around again in a couple of days. It's something I just thought of. Heh heh...
But I do have another problem that I simply cannot figure out what is wrong and was hoping you might have encountered this behavior before and give me some ideas what might be wrong. Heh heh... I wrote to you about this in an email last night, but thought I'd post about it here in case seomone else has run into this problem and has a solution. ;)
When I first wrote you what I had done was link two of my areas using your area transition system in place of the one I was using (standard system). It was easy to setup and worked well. In exactly the manner I had hoped. That was when I made my first post here. Since then I had decided to link the next area. I was exiting the same area I had entered with the original transition I had set up with my first OTRES link and traveling to the next area in the module. Unfortunately I cannot get this link to work. I've tried redrawing the trigger, using a different tag name and being sure they matched the tags set in the OTRES_INC file.
What is happening is when I hit the trigger, it fires the conversation, but the conversation immediately shuts down without offering me the opportunity to continue or stay. It just shuts down. It does very rapidly give me the text of the initial conversation, but it disappears immediately. The conversation does list the correct destination area in the conversation, so it appears to be reading the information correctly when the Trigger is fired. But for some reason, it then shuts the conversation down, almost like it's being interrupted for some reason. :-\
What I was wondering is if this ever happened to you and do you have any idea what could cause this? I only have 4 triggers setup right now in 3 areas (2 are on either side of a single area). The include file is setup with 4 areas and a max of 4 in the resmax variable. I believe everything is setup right, but who knows. I should mention that the transition coming back the other way on these two areas works fine, as does my other set of transitions. Here's a look at what I have in my OTRES_INCLUDE file.
*********************************************
//OTRESOnModuleLoad stores the jump descriptions and tags
//on the module as an "array"
void OTRESOnModuleLoad()
{//OTRESOnModuleLoad start
object oMod=GetModule();
/*
Enter the destination description for DD1, DD2, etc.
Enter the tag of the waypoint for the area for t1, t2, etc.
Example
SetLocalString(oMod,"DD1","The first forest Wayhouse");
SetLocalString(oMod,"t1","ForestWaypoint1");
*/
SetLocalString(oMod,"DD1","The Benzor Flats"); //Description for players for location 1 used in OTRES dialog
SetLocalString(oMod,"t1","BenzFlatArrive"); //Tag of OTRES arrival point for location 1
SetLocalString(oMod,"DD2","The Benzor River Valley");
SetLocalString(oMod,"t2","BenzRivValArriveW");
SetLocalString(oMod,"DD3","The Benzor River Valley");
SetLocalString(oMod,"t3","BenzRivValArriveE");
SetLocalString(oMod,"DD4","The Eastern March");
SetLocalString(oMod,"t4","EasternMarchOTResW");
//add new area descriptions and tags here, increasing the number each time as above
SetLocalInt(oMod,"iOTRESMax",4); //Highest number of OTRES locations, should match the highest DD and t above - used for error trapping
SetLocalInt(oMod,"bPW",TRUE); //Set this to true for persistant worlds
}//OTRESOnModuleLoad finish
*****************************************************
The Tag of the Trigger is this...
Posted by S. Ouellette ( ..xxx.xxx ) at 2004-01-31 21:34:00
The party should all have the same variables stored on them, as I loop through, either with a SetPLocal or while/do. Check my logic in that script, though, since I have to rely on others to test it in a multi-character environment. I haven't heard of anyone else with this problem, but then again, who would tell me. :) It is weird that they would be getting that message, though. If the variables had not been set on them, it should give a dialog with nothing in for the custom tags, so something like, "You are hours from ." Make sure you aren't setting the encounter flag and not clearing it at some point, or using the same variable name for something else. The "Not completed encounter" branch is actually the last dialog branch, so it had to have been set at some point... I guess try a variable state check via the DM console to see what is up?
Regarding persistance - if local variables are not stored, then you would load back in the random location with no way out short of DM intervention. It should be easy to make persistant in a database, though, since there are really only a few variables to store for each PC. I can't help you with db's, though, but all the information needed is being stored on the character. The travel info on the trigger is all in the tag.
So I think it should be easy to to better persistance. Let me know if I can help further with the other issue. An regarding the oxen, just hold some oats out in front of their noses...
Posted by MorganQuickthrust at 2004-01-31 14:02:00 Voted 9.00 on 03/11/04
Well, I found the time to play with this a bit and I really like it! I have a couple of issues that are limiting me right now, but only one involves this system. The other problem is related to another system (Festyx's Oxen Trade Routes). The Oxen will not use your triiggers. This is a known problem with that system that I have to give more thought to to see if I can get around it. :(
The only problem I've found so far with the Overland Travel System has to do with being in a party. I ran into a problem in some testing where the Party was transported to a random encounter area, but the only player who could initiate a travel dialogue was the person who originally initiated it. While this is not a huge problem, it could be if the person who originally initiates it ends up dying in the encounter or experiences some sort of computer problem. It would be good if the other party members could also initiate the conversation. In my testing the player who could not initiate it was getting the message that they had not comleted the Quest yet (like the Encounter variable was not set on them).
I may end up having other issues with this where a PW is concerned. Mostly where persistence is concerned. I was wondering how difficult you felt it would be to make this a more persistent system? Where if there was a server crash while a random encounter was happening, it would allow the players to still have their variables set on the DB so they could exit the random area they were in at the time. My problem is I use persistent locations and after a reset, if the player was last on a random area, he would be transported there on entrance. I'm sure I could get around this with some error checking and not allowing the player to go to any of the random areas on entrance, to go to a default start instead, but I was just curious what you thought about the difficulty of making the variables persistent. I know a lot is being saved on the waypoint, so it might be troublesome, but maybe not. Heh heh...
Anyway, great system here! I'm hoping I can work around my problems and be able to use it. :)
Thanks!! :)
Posted by Morgan Quickthrust ( ..xxx.xxx ) at 2004-01-30 13:56:00
Yeah, That's me. I frequent more boards then I can keep track of. lol
I'm not using HTF at this moment, but I very well might. I'll keep that in mind if at some point I do implement it. ;)
I might have time to try this out this wekend. If not, definitely by next weekend. :)
Posted by S. Ouellette ( ..xxx.xxx ) at 2004-01-29 17:11:00
Morgan,
I think I have seen you on the HCR boards. If you are using HTF, I can show you the modification to OTRES needed for this - it is pretty nice, since you can end up pretty tired and hungry when you hit an encounter.
Posted by Morgan Quickthrust ( ..xxx.xxx ) at 2004-01-20 13:00:00
I will definitely let you know. I'm busy with a number of other projects within the module, so it'll probably be a week or so before I'm at a spot where I can begin to implement this. Though I might find some time to play with it in my Base test mod before then. :)