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  • When you link two area transitions, a waypoint is created on top of each one. You'll see it, it's a little arrow in a circle. Select the waypoint (not the area transition) and rotate it as you would a placeable; the PC will appear at the waypoint facing the way the arrow points.

    Hope that helps.


    Indeed. I've been manualy linking area transition to area transition.

    Thanks for the info.

    Good to see more than just spamksi and myself interested in module creation.

    Comment


    • I'm a builder for a persistant roleplay server set in the FR campaign setting. We're currently doing a major overhaul, an entirely new version, with what is shaping up to be one of the biggest modules I've had experience with. It's not done yet, but when it is I think it will prove to be time well spent.

      I'm not much for scripting, beyond what I can do with Lilac Soul, but dizzamn, I build.

      I'll try and answer any other questions you've got.
      Lime roots and treachery!
      "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

      Comment


      • How do I make it so when a PC walks over a trigger they recieve an item?

        Comment


        • I think this should do the trick. Put it in the OnEnter script slot of the trigger. Replace item_resref with the resref of the item to give. I wrote this script to work once per PC.


          void main()
          {

          object oPC = GetEnteringObject();

          if (!GetIsPC(oPC)) return;

          int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF));

          if (DoOnce==TRUE) return;

          SetLocalInt(oPC, GetTag(OBJECT_SELF), TRUE);

          CreateItemOnObject("item_resref", oPC);

          }
          Lime roots and treachery!
          "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

          Comment


          • [size=1]Originally posted by Space05us[size]
            I'll do something about the HUGE EMPTY LEVELS, probably make them a bit smaller by merging the two middle sections.

            I'll see what kind of clutter I can include


            The best kind of clutter would be either rust monsters with a particular taste for magic kukris, or dragons (or whatever) with an immunity to kukris of all sizes!

            There really ought to be a "Detect munchkin build" script.

            Comment


            • I think this should do the trick. Put it in the OnEnter script slot of the trigger. Replace item_resref with the resref of the item to give. I wrote this script to work once per PC.


              void main()
              {

              object oPC = GetEnteringObject();

              if (!GetIsPC(oPC)) return;

              int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF));

              if (DoOnce==TRUE) return;

              SetLocalInt(oPC, GetTag(OBJECT_SELF), TRUE);

              CreateItemOnObject("item_resref", oPC);

              }


              It works, thank you.

              edit: Would you happen to know how to lower the XP loss from respawning after death? I want to set it to 10xp per level instead of the default 50.
              Last edited by Space05us; March 11, 2005, 09:27.

              Comment


              • I would like to have two other people play test my module, if you want to you can say so in this thread or PM me. I need your email address so I can send it to you, in .zip format.

                Dont worry, it no longer has the HUGE EMPTY LEVELS.

                Unless I misunderstood what Jamski was talking about.

                Comment


                • You can alter the respawn script in module events under mod properties.

                  You amy want to download the lexicon, which contains celowyn's scripting tutorial as well as a lot of other useful information. I learned all of my scripting from it.
                  “As a lifelong member of the Columbia Business School community, I adhere to the principles of truth, integrity, and respect. I will not lie, cheat, steal, or tolerate those who do.”
                  "Capitalism ho!"

                  Comment


                  • Originally posted by Space05us
                    I would like to have two other people play test my module, if you want to you can say so in this thread or PM me. I need your email address so I can send it to you, in .zip format.

                    Dont worry, it no longer has the HUGE EMPTY LEVELS.

                    Unless I misunderstood what Jamski was talking about.
                    I can play test, but I may not get a chance until tomorrow.

                    Comment


                    • You don't actually need to know much scripting to make decent scripts. At least, not when you have Lilac Soul's NWN Script Generator. This has to be the most useful download for building and scripting ever. Most of my script work is just modifications of what I can do on here.
                      Lime roots and treachery!
                      "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

                      Comment


                      • I messed something up, and rather than play e-tag with Jamski I'll just post the module for all of Apolyton to enjoy and criticise.

                        snippit from the e-mail I sent Jam, just an FYI for you guys

                        This is intended, as the title implies, to be the first of a few modules in a series. In this module the PC should reach at least level 3, hopefully level 4, by the end.



                        This is how you know when you've reached the end of the module, it should be pretty obvious in game but just in case...

                        Spoiler:
                        The end is when you return with the map
                        Attached Files

                        Comment


                        • I just uninstalled NWN.

                          Comment


                          • That's too bad. Did you have any of the expansions?
                            Lime roots and treachery!
                            "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

                            Comment


                            • Both. And the mod pack. That's why I had to uninstall it - it took up over 5 gigs.

                              Comment


                              • Originally posted by Space05us
                                I messed something up, and rather than play e-tag with Jamski I'll just post the module for all of Apolyton to enjoy and criticise.

                                snippit from the e-mail I sent Jam, just an FYI for you guys

                                This is intended, as the title implies, to be the first of a few modules in a series. In this module the PC should reach at least level 3, hopefully level 4, by the end.



                                This is how you know when you've reached the end of the module, it should be pretty obvious in game but just in case...

                                Spoiler:
                                The end is when you return with the map
                                Downloaded, will check it out.

                                ACK!
                                Don't try to confuse the issue with half-truths and gorilla dust!

                                Comment

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