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Old 08-05-2003, 08:49 AM   #11
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
You could indeed keep the portal usable, and instead of placing a trigger around it, give it a conversation. For example, you could make something like this:

Quote:
->Root
.|_ [OWNER] "The portal brightens as you approach, as if sensing your presence. You could step through if you wished."
.. |_ "Step through the portal" [END DIALOGUE]
.. |_ "Leave" [END DIALOGUE]
and enter a script under the 'Actions Taken' tab of the 'Step through' line looking like this:

Quote:
void main()
object oPC = GetPCSpeaker();
AssignCommand(oPC, ActionJumpToLocation(GetLocation(GetWaypointByTag("the tag of the waypoint the portal should lead to"))));
The trigger is quicker, and if it is a small one centered around the portal running into it shouldn't be a problem. If players do run into it by accident (because they weren't paying attention to the glowing thingy up ahead), well, accidents happen to nwn adventurers as well as to real people.
Personally I prefer clicking the portal to take you there, with or without the dialogue option (you could also just place the above script in the OnUsed box and it would teleport you immediately).

If you're not using a trigger, make sure to make the portal a plot item by ticking the appropriate box. It may be a good idea to do so anyway. You don't want someone to destroy the portal, either on purpose or by accident.

BTW, I'm availiable as volunteer tester too [img]smile.gif[/img]

[ 08-05-2003, 02:15 PM: Message edited by: Legolas ]
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Old 08-05-2003, 12:41 PM   #12
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
Great advice guys! I actually created a place last night where I need a portal to take me to different areas by my command instead of having 100 portals everywhere. This will come in very handy! SpiritWarrior, do you agree with Legolas's version of multiple areas/portal, or do you have another idea? If so, lemme know so I can weight the choices before building. Thanks!

You'll all get a chance to see bits and pieces of the mod I am building. I am wondering why none of you have made one available for me to try out! Lol!

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Old 08-05-2003, 02:42 PM   #13
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
In my case, because I want it to be just about completely finished before the official playtests.
I test every little bit I add myself to make sure it works, and if it doesn't I fix it. If at all, it should only go wrong in the long run, when different scripts and values upset one another, but before I can test that (and it'll be a lot of work and I can use a lot of help there) I've a lot of building still to do.
But you could playtest what I actually have unofficially because I do regularly upload to the 'net.

As far as the story is concerned, I won't need much help there either. Perhaps a few details on the personalities of different characters and the land, but I can make those up myself as I go along and as for the rest, well, there are plenty of posts in the Hazardous Times threads from which I can gather what I need.
The only thing I really need to work out is when to end the module for the best effect. Fortunately that's still such a long way off I'm not too worried about it yet [img]smile.gif[/img]
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Old 08-05-2003, 04:01 PM   #14
Cerek the Barbaric
Ma'at - Goddess of Truth & Justice
 

Join Date: October 29, 2001
Location: North Carolina
Age: 62
Posts: 3,257
Hey Larry [img]graemlins/happywave.gif[/img]

I've just started my first game of NWN and am enjoying it much more than I expected to. I can't help with the technical design of the Mod, but I would be happy to offer suggestions about the plot, monsters, or help think up some cool NPC's or enemies for the party or character to meet.

I'll also be happy to playtest your Mod for you. [img]graemlins/thumbsup.gif[/img]
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Old 08-05-2003, 05:38 PM   #15
SpiritWarrior
Jack Burton
 

Join Date: May 31, 2002
Location: Ireland
Posts: 5,854
Yeah Larry, what Legolas has just done was the method I was talking of. To me and IMHO it always looks shabby when people use triggers and area transitions for portals. These two methods give the PC's no leeway in choice, the PC either steps on the portal and is catapulted to a different area (trigger), or steps anywhere even around the portal and is teleported away also (area transistion).

Usable portals are the best way because we can imagine that by clicking on the portal the PC has chosen to examine it further, coming within a few inches of the thing (but not stepping into it just yet) and opening a conversation window which then gives them more information on what this object does/is.

So, going on what Leggy posted make sure to put this script in the portals 'Onused' field first.
Quote:
void main()
{

ActionStartConversation(GetLastUsedBy());
}
That will then start the convo window. When making the convo. itself you can choose to highlight both choices (enter or leave) as actions also (that is making them green like in the OC's). This way you can avoid the impression that the PC is actually conversing with the object but rather just choosing what to do.
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Old 08-12-2003, 02:04 PM   #16
marco
The Magister
 

Join Date: March 5, 2001
Location: mississauga ontario canada
Posts: 112
Hey larry,

Here is my little cent of an idea, i would have the vial/soulgem/genie flask container contained on a plane of existance, but not your normal regular plane, i would create a plane of say darkness( sort a hell of hell) and maybe throw in a few demi-gods). I don't know how long of a mod your looking to make but so far it sounds great (don't forget to add lots of goodies, can't have a great mod without goodies especially when going up against monster a bad as they come).

ooooh ooooh how about this somewhere in the mod.

"the adventure enters the citadel(love this type of structure) and the great door opens ever so slowly. As the great door swings open, a small wisp of stale pugnant air swirls up his/her nostrils causing the hair their neck to rise sensing that once entering there might be no coming back. Deep down our adventure knows that it something that must be done..........he/she enters the structure......take about twenty feet when the light of the moon from the great door is snuffed out and the crack of flint to torch is the only noise heard.............until.............from deep within his own existance a lifeforce entices, calls, beckcons him/her to meet................deep.......within the heart. As the cold sweat slowly makes it way down the cool damp face of our adventurer, the only words that come to mind is........................................


So?
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