Player Resource Consortium
Neverwinter Nights => Help => Topic started by: KenquinnTheInsaneOne on October 30, 2010, 01:13:47 PM
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The documentation for the personal_switch.2da says it can't be used with servers, but looking at the code I don't see a reason as to why it can't. I am missing something here that would prevent people from using the switch 2da on their servers? The reason I ask this is setting each and every variable for 4 modules is a bit of a pain. So if I get around to converting the server I help run to the PRC this would help save me work. I know I could write up a script to set it them using SetPRCSwitch, but I was curious if the personal_switch.2da would work as well. Am I correct that you could use the 2da for servers, or am I missing something?
//load any default switch 2da
object oModule = GetModule();
int i = 0;
string sSwitchName, sSwitchType, sSwitchValue;
// Use Get2DAString() instead of Get2DACache() to avoid caching.
// People might want to set different switch values when playing in different modules.
// Or just change the switch values midplay.
while((sSwitchName = Get2DAString("personal_switch", "SwitchName", i)) != "")
{
// Read rest of the line
sSwitchType = Get2DAString("personal_switch", "SwitchType", i);
sSwitchValue = Get2DAString("personal_switch", "SwitchValue", i);
// Determine switch type and set the var
if (sSwitchType == "float")
SetLocalFloat(oModule, sSwitchName, StringToFloat(sSwitchValue));
else if(sSwitchType == "int")
SetPRCSwitch(sSwitchName, StringToInt(sSwitchValue));
else if(sSwitchType == "string")
SetLocalString(oModule, sSwitchName, sSwitchValue);
// Increment loop counter
i += 1;
}