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  Topic: Access Journal Notes
Wart

Replies: 0
Views: 622

PostForum: Scripts and Modules   Posted: Sat Oct 06, 2018 14:21   Subject: Access Journal Notes
Is there a way to access the text contained in the Character journal notes? (i mean the part of the journall where each player can write anything he wants)
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Wed Jan 27, 2016 15:03   Subject: Importing Areas "on-the-run"
Nothing usefull.
the resman just sayd it load an external resoucer (the .are file) and nothing (NOTHING) about the other 2 files.

the nwnx_areas just said he creates an area.
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Sat Jan 23, 2016 10:04   Subject: Importing Areas "on-the-run"
Tried to put the 3 files in externalsource AND externalsource/are but qwhen i call the script

#include "nwnx_areas"

void main()
{
object oArea = AREAS_CreateArea("examplearea& ...
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Fri Jan 22, 2016 19:29   Subject: Importing Areas "on-the-run"
Maybe it's the nwnx_area plugin?
So far i used to the create cpies of "standard" areas and works well.
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Fri Jan 22, 2016 11:55   Subject: Importing Areas "on-the-run"
Already Tried. the plugin simply does not find the files. (i'm using the Windows version)

Maybe i use an old version?
Can you point me to the correct one? (compiled dll)
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Fri Jan 22, 2016 11:48   Subject: Importing Areas "on-the-run"
I have a problem.

Resman loads only the .are file and ignore the other 2 files (they are all located in the resources directory)
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Mon Jan 04, 2016 2:26   Subject: Importing Areas "on-the-run"
Intresting.
i'm already using the nwnx_areas plugin to create istances (copies of an original area).

Which files are required to be uploaded for areas?
  Topic: Importing Areas "on-the-run"
Wart

Replies: 13
Views: 17074

PostForum: Windows development   Posted: Thu Dec 24, 2015 3:59   Subject: Importing Areas "on-the-run"
Is there a way (nwnx windows plugin) to directly "upload" an area into a pw without restarting the entire module?
  Topic: Logout after movies
Wart

Replies: 1
Views: 7607

PostForum: General Discussion   Posted: Sun Aug 23, 2015 4:59   Subject: Logout after movies
Can anyone write a plugin (if it's possibile) to disable the "auto-logout" after a movie has been played with the exitgame() function?
Or by creating a new funtion that allows movies to be ...
  Topic: working nwnx_names?
Wart

Replies: 6
Views: 12465

PostForum: Windows development   Posted: Sat Mar 14, 2015 4:49   Subject: working nwnx_names?
impossible to port to Windows, as virusman claimed, but it sure isn't easy (mainly due to

I see the source code, but i do not find any compiled dll in order to begin testing.
  Topic: working nwnx_names?
Wart

Replies: 6
Views: 12465

PostForum: Windows development   Posted: Sat Feb 28, 2015 21:11   Subject: working nwnx_names?
As far as i can tell no.

I cannot deny it may be quite an intresting plugin but honestly i do not really miss it,
  Topic: Open Helmets for NWNCX
Wart

Replies: 2
Views: 6742

PostForum: Windows technical support   Posted: Thu Jan 15, 2015 22:20   Subject: Open Helmets for NWNCX
That's the plan.

The problem is only one: I'm not able to do do the models (no problem with the scripts, they ready even now)
  Topic: Open Helmets for NWNCX
Wart

Replies: 2
Views: 6742

PostForum: Windows technical support   Posted: Thu Jan 15, 2015 12:48   Subject: Open Helmets for NWNCX
I read it's possibile to make helmets that do not alter the head model. (just like there is no helmet equipped)
Can someone point me to an hak with at least one of them? (i can add the helmet with a ...
  Topic: Detect NWNCX
Wart

Replies: 3
Views: 7398

PostForum: Windows technical support   Posted: Mon Jan 12, 2015 14:26   Subject: Detect NWNCX
For now nothing.
I was considering the idea of using nwncx to overcome a few limitations or to improve the overall graphics.

But before just thinking about it i need a way to check if the clients ...
  Topic: Detect NWNCX
Wart

Replies: 3
Views: 7398

PostForum: Windows technical support   Posted: Mon Jan 12, 2015 14:02   Subject: Detect NWNCX
Is there a way to allow the server (using nwnx or not) to detect if a client is using NWNCX?
 
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