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-   -   Let's all make a big Mod! (http://www.ironworksforum.com/forum/showthread.php?t=35371)

TheGrandSlayer 04-09-2003 12:26 PM

I'm making alot of rooms with custom peeps, is that okay?

philip 04-09-2003 03:43 PM

Quote:

Originally posted by /)eathKiller:
sure let's see it!
I just started today making it.
I hope I can do as much as possible around the OnHeartbeat slot. will ExecuteScript in it make the game less laggy (instead of putting a wole script in)?

Larry_OHF 04-09-2003 04:22 PM

<font color=skyblue>I never have been able to make area transitions...so if I make more than one room for you...you'll have to link them and all that. Do you have any preferences for me to attempt? I may try to do so this weekend...and would like to know what fashion of area you would need from me. Also...do you want monsters or people? What levels?</font>

Legolas 04-10-2003 05:24 AM

philip, try editing the On Spawn scripts. One of the lines there automatically has the character fire the User Defined script on heartbeat. Then you can use that one for your heartbeat events.

Larry, would an illustrated tutorial help? Area transcriptions are important [img]smile.gif[/img]
Someone will have to look at these once we have the areas anyway, as that's the only way to link the areas of the different users together.

/)K, I've tried the module and found it impossible to travel between areas other than the mall and the bit with all the portals. Possibly area-transition trigger related, because the doors worked just fine. Are those pressure plates supposed to float in the air?

I've started work on a cave complex, but decided to abandon that for now (I was individualising the Xvarts and kept forgetting things, like setting them to hostile, giving them a weapon, adjusting the heads etc.. With anything over ten that is really annoying ;) ), and am working instead on a maze on the outside of a cube. Don't know how that'll fit in but it seemed like it might be fun.

/)eathKiller 04-10-2003 11:15 PM

Quote:

Originally posted by Legolas:
[QB] I've tried the module and found it impossible to travel between areas other than the mall and the bit with all the portals. Possibly area-transition trigger related, because the doors worked just fine. Are those pressure plates supposed to float in the air?
[QB]
Hmm... well did the chess game work anyway? I didn't actually place transitions I kind of quickly meshed allt he maps together and jammed them into a Zip folder [img]tongue.gif[/img] I recomend either opening it in a level editor to scope it all out or trying DM mode on it [img]tongue.gif[/img]

Legolas 04-11-2003 05:43 AM

It may be just a wee bit off-topic, but yes, the chess game worked [img]smile.gif[/img]
Had to run back and forth between the two control circles to move both sides, but it did work. Putting it all in dialogue works, but it's a little crammed. Also, without markings along the edge of the board (A, B, C and 1, 2 , 3 etc.) it will be confusing to some.
Perhaps you could try to change the conversation tree so you first select what kind of piece you want to move (pawn, knight, king), and then the individual piece of that kind using the current system. Makes it more user-friendly. Also, I think signs or similar at the corners marked A1, A8, H1 and H8 would help.
But that's just details, the system itself seems to work fine [img]graemlins/thumbsup.gif[/img]

Dragonshadow 04-11-2003 04:23 PM

Compared to everyone lese's, my mod seems absolute rubbish.
I only started two dyas ago, have almost NO free time, there are no conversation, and only two humans and a dragon, no objects, and my system keeps crashing! Arrg!
And what is scripting? I don't know how to do that or area transitions or how to get it online anyway, if my parents will let me, and....
Basicly, nothing is working right, it'll all be hack and slash before long, and in a small area, that gets very boring quickly I have found.
But that's just me.

philip 04-11-2003 04:52 PM

if you want some practice on building a mod with area tansitions and stores and like everything you want check out the bioware tutorials

for a good scripting tutorial and help is the NWN lexicon do the tutorial by celowin it's great for learning to script

[edit:] practice a bit and you'll improve your skills with building mods soon [img]smile.gif[/img]

[ 04-11-2003, 04:53 PM: Message edited by: philip ]

Atrayu 04-11-2003 06:54 PM

I have them bookmarked [img]graemlins/thumbsup.gif[/img] </p> Pirates Cove is the one I was writing about. The other one is just hack and slash. The author is a Barbarian ;)
Enjoy all and who wants the story part?
(thanks buddy for posting this file for me!) Here

Sir Ryan Trawl 04-12-2003 10:58 PM

To everyone who doesn't know scripting or area transitions:
I really find that if you are having module building problems, buy the "Neverwinter Nights World Builder Guide" at your local electronic store. It has tons of example scripts, an appendix in the back that teaches you scripting, a list of monters, pictures of item properties and much more. It is a must-have. I sucked at scripting and building, and the whole 9 yards, until I bought this book.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Area transiton directions:
1. Have to areas to connect.
2. Place door in door way in one area.
3. Open its properties, and give it a memorable tag. (ex: "Castle_Dungeon".)
4. Open next area, place another door, give it a memoable tag as well.(ex: "Dungeon_Castle".)
5. Go to "Area Transition" tab on the properties window on one of the doors.
6. Click "set up area transition" and select the area you want to connect this door to.
7. select the tag of the door you want connect this one two.
8. The tag should appear in the "destination tag" box.
Bravo! That means that you've done it!
~~~~~~~~~~~~~~~
Hope it helped!
:D


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