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Post by addicted2rpg on Jun 14, 2004 13:51:27 GMT
<RANT> .... that NWN was really designed as a single player game. I noticed the other day I kept getting message tokens of other crafters in my conversation window. I wondered if I could fix this and then I realized that with SetCustomToken() it is global to the module. There is no functionality at all for doing this in a localized way. It's sick!! We can make a hashtable however and have a player as the key and their token number as the value and localize it through this artificial datatype. Which, if you ask me, is far more trouble than it is worth to implement on the NWScript level, not to mention tracking all those values might add significant lag, since NWScript is not exactly executing at assembler speed . NWNX has a hashtable datatype. I wouldn't trust that kind of thing in a live environment without testing, and it needs a live environment to really test, so it suffers from the "chicken and egg" problem lol, oh well. I hope Dragon Age has a better solution for this issue. </RANT> Yes... I want some cheese with that.
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serpitus
Elder
I think the gerbil has fallen off the wheel!
Posts: 143
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Post by serpitus on Jun 14, 2004 17:48:19 GMT
In the words of one notable cleric "My dog has a fuzzy tail!"
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