(1, 0, 0, , [ (val_sub, "$timer", 1), (try_begin), (le, "$timer", 0), <check to ensure all enemies are dead> <spawn some enemies based on number of players, using spawn_agent or set_visitors perhaps> (assign, "$timer", 60), (try_end), ]),
I'd like to get other people to weigh in, to determine that it is specific to me, first.Lav said:Then I'm officially without any ideas.
Can you send me your module system under non-disclosure? I'm really interested to see what could have such a result.
Trying to do a co-op campaign or something? Great game btw, I can recommend you check out the bgtscc pw server if you're interested in nwn2 multiplayer and roleplay.Bobtheheros said:****ing Neverwinter Nights 2 server hosting thing decided to not work again and my friend and I forgot how we fixed it last time.
wookie_face1 = 0x0000000000000000000000000000000000000000000000000000000000000000 wookie_face2 = 0xffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
Someone more knowledgeable can help you out with this, although off the top of my head, the template would be the type of party, and the party itself would be an instance of the template, right?epicboy12332 said:Another question, recently I've been playing around with module_parties and module_party_templates. I don't understand the difference between them. If templates are suppose to be templates then wouldn't that mean that the troops would be added in the templates for the parties instead of in module_parties? I'm not trying to say that module_troop should be in party template, I'm just trying to understand why module_parties and module_party_templates are so similiar.
epicboy12332 said:About set_relation. What if I want only one faction to gain a relation increase?