Update to the OAIv3 will be Sunday Evening (February 1st) Central Time USA. No exact time but it will happen. Please be patient. There are a couple Plug-Ins added to the ORSv5.1 that rely on the OAI for them to function properly. They are really nice. There is also another addition that folks will really like.....
Will OAIv3 include a non-overwrite version? _________________________ Trials of Newcastle - a Role Playing Persistent World for NWN 1 Newcastle?s Direct Connect: 216.161.26.220:5121
Posted by Olander at 16:32:48 Voted10.00
Jeff...OAIv3 is coming out as soon as NWNv1.69 is fully released. For the time being please Export the scripts out of the OAI Demo Mod or export from the ORSv4....the two OAI are pretty much the same....the OAI Demo Module is meant as a stand alone where the other is adapted for the ORSv4. With the final release the ORSv5 will also be released. Forums....you can PM me (Olander) on the forums. My email address is also there. Cheers Olander
Posted by netwerk at on02/20/08
Great System, worked fine right out of the box for me, i could see n00bs having some issues though. Still can't complain, keep up the good work.
Posted by Tyerial12 at on02/08/08
system gets a 10 and i wont use anything else ! keep up the good work olander
Posted by dsabrae at 2008-01-0818:03:44
Email being drafted sir and thanks for the prompt response!
Posted by Olander at 16:38:46 Voted10.00
Just waiting for v1.69 to come out to go to OAIv2.3 The OAI compiles fine in the ORSv4 version. I have not opened up the OAI stand alone since the update here. Not sure what at 110 in nw_i0_generic would not compile...might be a duplicate of something. You may not be importing the version that is in the OAI or maybe I forgot to pull the resource and place it in the folder for drag and drop temp0 I suppose until NWNv1.69 comes out fully you should use the OAI that is included in the ORSv4. If that does not work in your own module then email me and I will dig into what the issue is....will be something really simple....much easier for me to find anyhow. orbpael : I don't mind folks making complaints. OAI_GUARD works....just needs a Waypoint Placed as well. Maybe I have a bug I did not know about? Not sure...works in my modules. What really pisses me off about folks like YOU is that I did NOT receive an email from you with a Bug Report. Then you COMPLAIN about Uncredited work...which there is in there...THIS specific point you brought up was Code that DID NOT WORK properly in a Multiplayer Environment and as such had to be changed....BY ME. YOU are just like 75% of all vaulters...grab someone's*bleep*e, don't vote, but come back later and complain without shooting an email off to get an issue resolved....been like this for almost 8 years now....not going to change either. So if you don't like the AI headers Psycho and I have done...GET LOST. This is provided as FREE but is STILL Supported VOLUNTARILY ya Jag Off. So folks....if you have an issue...email me and let me know what you are having an issue with. The documentation is pretty solid...but it is not perfect. Pretty tough to keep things straight when the same system is configured for two different gaming options. Olander
Posted by dsabrae at 2008-01-0809:50:57
Also noted the henchmen scripts failing to compile in the PRC compiler.Id love to get this going given the many good reviews but the current example vs. documentation seems very at odds is work still underway for a next version?
Posted by dsabrae at 2008-01-0714:03:00
is step three missing? where is 3. Open up ors_mod_onload (or paste the OAI Configurations into Your Module Onload Script) and configure how you wish. ors_mod_onload I assume that is referring to oai_mod_onload found in the base mod. I have any number of scripts all failing to compile in the demo and following teh installation all with the the following. script nw_c2_default1 fails to compile becasue of line 110 in nw_io_generic # //Returns the nearest object that can be seen, then checks for the nearest heard target. # object GetNearestSeenOrHeardEnemy(); # //Sets a local variable for the last spell used
Posted by orbpael at on12/24/07
I say and I qoute. "Want Town Guards to Check for Weapons equipped and tell you to put them away? ?X Decide an NPC you will be assigning Guard Duties. ?X Edit the Varibles of this NPC => OAI_GUARD int 1 ?X Now save this NPC and when they spawn they will do their Guard Duties while doing their normal activities." Sorry, This did not work instructions are supposed to work when followed utterly and completly.. you know how I GOT THIS crappy thing to work? I searched every inch of the scripts inside where the credits really are. This is a horrible amalgimation of uncredited work thats NOT EVEN documented correctly.. this is sloppy and abhorrent.