Broken Function: JumpToLocation
nwfan87
Member Posts: 99
I'm having a nightmare with the JumpToLocation in that it seems to have completely broken somehow. This in when calling it on a conversation. It used to work fine but now, it doesn't.
I usually do all the ClearAllActions stuff before scripting the AssignCommand( JumpToLocation... Buisness, but that doesn't work.
Is there any possibility that there might be some underlying code conflicting with this function? Perhaps a script that I've imported that somehow conflicts with the function definition at the global level? Would re-defining a new function that did a similar job work?
At the moment, triggers (fingers crossed) are still working ok, but even those are becoming temperamental.
This is only dealing with oPC, not with other NPC's.
Perhaps there are some Programmers out there with experience that might have experienced the same problem and might have a solution.
Thanks!
I usually do all the ClearAllActions stuff before scripting the AssignCommand( JumpToLocation... Buisness, but that doesn't work.
Is there any possibility that there might be some underlying code conflicting with this function? Perhaps a script that I've imported that somehow conflicts with the function definition at the global level? Would re-defining a new function that did a similar job work?
At the moment, triggers (fingers crossed) are still working ok, but even those are becoming temperamental.
This is only dealing with oPC, not with other NPC's.
Perhaps there are some Programmers out there with experience that might have experienced the same problem and might have a solution.
Thanks!
0
Comments
My simple test script:
Is there perhaps a nw_ or x2_ or some other game script that deals with teleporting through conversation, that I might have accidently overwritten with some other script that has, conflicted somehow?
Just a thought have you imported a "stone of recall" type script that could be messing with it or maybe a waypoint management system? Oh, lastly, for now, have you double checked that the targets of your JumpToLocation() have the correct case for all letters?
Just a few thoughts.
TR
That first part doesn't really make sense. A waypoint _is_ an object. Nothing here is "calling" either. There's something wrong with your script or your setup. Maybe the waypoint is not uniquely tagged? Are you actually getting the right waypoint object of which to get the location to jump? If you post your script we might be able to help more.
JumpToLocation() does not rely on any other scripts so it's not something else you overwrote. There's nothing wrong with it.
@TarotRedhand That's what I'm thinking, I've likely used some sort of hak or something that is causing issues. Perhaps it is also possible if you import a blueprint and override a script? I've imported stuff quite a lot so... I'm not sure, I suppose I would have to try and remember what blueprints were imported and see what scripts were effected?
@meaglyn Pretty sure that the scripts I'm using is correct. Here is the basic structure of what I'm using. The only time I've had problems is when I'm using a tag that is not unique enough. I've found using a long tag, with only minor differences, seems to confuse things.
@NeverwinterWights That's very useful, thank you! I'll have to try that out.
It's not something you pulled in with a hak either...
The debug stuff nwwights posted is a good idea to make sure you are finding the objects etc. Note that both of his scripts use JumpToLocation() already.