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A day would not be complete without some questions from me [img]tongue.gif[/img] so here it goes:
1. How would I create an item that gives you additional spells, like the ring of wiz. in BG? 2.What do I script or do, to have an NPC talk to you, then leave the area so that you don't meet them again? 3. What tileset should I use for a Dwarf or gnome city? 4. Is there a "gold pile" placeable, to appear as dragon hoards? 5.When downloading Hak Packs, can I do it on a floppy disk? Is there a "hak files" folder to unzip them in? Thank you for any help! :D P.S. to Obsidian the Black: the only hak pack with a long beard & hat on the link you gave me, was for a dwarf, and the NPC I was going to make is human. [ 11-29-2002, 11:34 PM: Message edited by: Sir Ryan Trawl ] |
Hey again Ryan, here are a few answers:
1)Create the item, then choose Bonus Spell Slot Level, for and extra spell to be placed in, in game. Or cast spell, and choose the spell that you want to be cast when the item is activated. 2)Grrr, I hate scripts 3)Well, dwarves I personally would say Mines and caverns. Gnome on the other hand depend on which race, a Svirfneblin gnome would have mines and caverns also, but a forest gnome would have, well forest. 4)No, there isn't a complete gold pile, but there is a treasure placeble that you could place, but you would have to put lots of them together. Create a new placeable and set the appearance to 'treasure', make it static if you don't want people picking it up. 5)I think you can put it on floppy. The file you unzip it to, is the Hak folder in the Neverwinter Nights directory. I'm sure theres a human beard hak, I saw one the other day. Hope all that helped. |
Script: u'd just have a script on the END DIALOGUE text that will have them teleport/walk somewhere, then destroy their avatar so they won't come back...
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In response to #2...
It depends on how you want the NPC to initiate the conversation. You can have the NPC start the conversation on sight, after a different conversation has ended, after a certain event has occurred, when the PC steps on a trigger, etc. Here I'll show you how to use the on sight method. Put the following code at the top of the NPC's OnPercieved script (directly after the void main(){ and before anything else). This will have the NPC initiate conversation with the PC when the NPC first sees the PC. object oPC = GetLastPerceived(); if (GetIsPC(oPC) && GetLocalInt(oPC,"nNameofLocalVariable") != 1) { ActionStartConversation(oPC,"NameOfConversationFil e",FALSE); } At the start of the conversation have a script that checks to make sure the above local variable is not 1. Put this script in the Text Appears When slot. The advantage of using variables is to allow for mistakes to occur and not hamper the module. If the script misfires for some reason and the NPC doesn't have the conversation with the PC, or if the PC quits the conversation before it has ended, then the PC can still manually start the conversation with the NPC to get the necessary information or whatever. Then the NPC will make an exit, but a nosey PC won't be able to talk to him again. int StartingConditional() { if(!(GetLocalInt(GetPCSpeaker(), "nNameOfLocalVariable") != 1)) { return FALSE; } return TRUE; } Then, at the end of the conversation (where it says END DIALOGUE), place a script that will change the above local variable to 1 and then move the NPC to a location and "destroy" him. Put this script in the Actions Taken slot. For this example, I have my NPC move to a certain door, then disappear. You could instead move your NPC to a certain Way Point at the edge of the map or whatever. void main() { SetLocalInt(GetPCSpeaker(),"nNameOfLocalVariable", 1); object oDoor = GetObjectByTag("BluePrintNameOfDoor"); object oCreature = GetNearestObjectByTag("Yastyrr"); if (GetIsObjectValid(oDoor) == TRUE) { // Yastyrr should walk back to the door and leave // Change the FALSE to TRUE if you want the NPC to run // The number is the distance in meters to stand from the end location AssignCommand(oCreature, ActionMoveToObject(oDoor, FALSE, 1.0)); // It takes Yastyrr about 27 seconds to walk to the door // So use the DelayCommand to postpone her destruction until she reaches the door DelayCommand(27.0,DestroyObject(oCreature)); } } There are more ways of doing this type of thing, like using flashy visual effects to have the NPC portal out of the room instead of walk away. If you want an example of starting the conversation on a trigger or within a certain range, then load up the Official Campaign's Prelude and look at the scripts they have for Bim at the very beginning of the game. |
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