NWN Contest: The DRM Monster and the Treasure of GOG (posted OCT 27/2010. Contest ends Nov 24/2010)
#51
Posté 15 novembre 2010 - 08:41
Just out of interest are you allowed to tell us how many people have entered so far?
#52
Posté 15 novembre 2010 - 08:50
#53
Posté 15 novembre 2010 - 09:01
-Set an incrementing killcount local int on the player
-If the killcount reaches a threshold when the next OnDeath fires (in this case, the threshold is 1), trigger the script.
#54
Posté 15 novembre 2010 - 09:54
#55
Posté 16 novembre 2010 - 12:09
Balduvard wrote...
Single OnDeath used by both creatures:
-Set an incrementing killcount local int on the player
-If the killcount reaches a threshold when the next OnDeath fires (in this case, the threshold is 1), trigger the script.
Right. I was having some problems with the whole PC/NPC variable thing earlier, how do you store variables on the PC as opposed to an NPC? Is it to do with the script you define the variable in or do you need to set it somewhere else?
Sorry for the noobish questions
#56
Posté 16 novembre 2010 - 01:12
Also, out of curiousity, who's judging this bad boy? Some of these contests have been known to drag on for a bit due to everyone needing to have their say...just sayin'. *grin* At any rate, is it a committee of six bazillion that need to meet to determine the shape of the table or just Banshe and dunniteowl working late nights and drinking lots of coffee to decide who wins?
#57
Posté 16 novembre 2010 - 02:14
uberdowzen wrote...
Just out of interest are you allowed to tell us how many people have entered so far?
Anyone logging in to the ftp server can see that, so I guess it's no secret. As far as I can see only two entries were uploaded so far.
VPJ wrote...
Forgive me if I missed it, but is there a 2nd and/or 3rd prize or winner take all?
If I'm not mistaken:
For the model contest it's one winner only. And the prize is 3 free games from gog.com.
For the module contest it's five winners, no 2nd or 3rd prizes, all treated equally. And the prize is 5 free games from gog.com for EACH (!) winner.
So 3 games are given to the model contest winner, 25 games in total are divided between the 5 module contest winners.
***
I have an idea for the module contest but I still haven't found the time to actually work on the module and my standards might be too high for my own good; the most simple scripting always gets in the way of what I want to achieve and takes too much time away from actual area building and writing. Considering it's the ideas that count and not the scripting, would it be allowed for newbie builders to use Base Modules with easy-to-use scripting systems to tell their story?
Modifié par olivier leroux, 16 novembre 2010 - 02:15 .
#58
Posté 16 novembre 2010 - 02:14
uberdowzen wrote...
how do you store variables on the PC as opposed to an NPC? Is it to do with the script you define the variable in or do you need to set it somewhere else?
With OnDeath scripts, you can pick up the PC by using GetLastKiller() to set an object oKiller. Once you set the PC object using that function, you can then pass a SetLocalInt function on that object to set the int you want to use for tracking. A caveat to this is if your module has more than one player, your player has henchman, or your player has summoned something, as the object you want to set the int on may not necessarily be the one that lands the killing blow. You can use GetFactionLeader(oKiller) or GetMaster(oKiller) (if for example oKiller returns something that fails GetIsPC(oKiller), it is likely a henchman, or else something really odd is going on with your combat scenario).
If you have further questions regarding scripting, do feel free to post them in the Scripting forum, where builders more savvy than I can see and comment, to keep this thread from going off-topic.
olivier leroux wrote...
Considering it's the ideas that count and not the scripting, would it be allowed for newbie builders to use Base Modules with easy-to-use scripting systems to tell their story?
I extensively used Gestalt's cutscene scripts to tell my story, as with a bit of reading you can do some really powerful things that look great ingame by following a pretty simple three step process:
1. Storyboard out the specific actions that you want to have occur on screen (this is where the reading comes in, distilling down the action of the scene into specific commands you know you can use the scripts for).
2. Convert your storyboard into NWScript using Gestalt's cutscene scripts.
3. Tweaking the cutscene until it looks like you intended (this is usually always a camera problem, fidgety things they are).
Modifié par Balduvard, 16 novembre 2010 - 02:20 .
#59
Posté 16 novembre 2010 - 04:55
OK so this is where I'm at: the script that runs which accepts the quest from the NPCs has this line:
SetLocalInt(GetPCSpeaker(), "nStaffKilled", 0);
Then I've added to the onDeath script of the NPCs:
if (GetLocalInt(oKiller, "nStaffKilled") == 1)
{
object oPC = GetPCSpeaker();
AssignCommand(oPC, ClearAllActions());
SetCutsceneMode(oPC, TRUE);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneDominated(), oPC, 100.0f);
SetCameraMode(oPC, CAMERA_MODE_TOP_DOWN);
DelayCommand (2.0f, AssignCommand(oPC, FadeToBlack(oPC, FADE_SPEED_SLOWEST)));
DelayCommand (3.0f, AssignCommand(oPC, EndGame("")));
}
SetLocalInt(oKiller, "nStaffKilled", 1);
Can anyone see what's not working? I can't.
#60
Posté 16 novembre 2010 - 05:09
uberdowzen wrote...
object oPC = GetPCSpeaker();
This function will only return a valid value when used as part of a conversation, not an OnDeath. Use oKiller instead of oPC or use another function that finds the PC object (if you used oPC instead of oKiller in the event that oKiller was not a PC). And when in doubt, debug--throw a SendMessageToPC(GetFirstPC(),"feedback goes here"); into that if case to see whether or not it's actually firing.
As another reminder, the forum for scripting help is this way.
#61
Posté 16 novembre 2010 - 09:29
So new builders can use base mods.
As for the judges, the list is not final. When it is final we'll announce it. At the very latest, when the contest ends. That is the NWN1 community side. For the GOG side, I assume some of their employees will do it.
#62
Posté 16 novembre 2010 - 07:45
So far, I know that Superfly has submitted an entry.
#63
Posté 16 novembre 2010 - 09:30
Anyway, I was wondering what I need to include? Do I simply need to copy the .mod file from the modules folder in the Neverwinter Nights directory or do I need to compile it somehow?
I'll be posting it within the next couple of hours...
#64
Posté 16 novembre 2010 - 10:50
Don't forget to include the pre-generated character that you are supposed to make to accompany the mod. I think you are allowed to encapsulate them in an archive.
TR
#65
Posté 16 novembre 2010 - 11:11
#66
Posté 17 novembre 2010 - 08:52
uberdowzen wrote...
@ Banshe, Finished. My folder name on the FTP is Lord Uber Dowzen.
Ok. I got your pm and answered your question on how to use Dropbox. And thank you for using that. I got an extra 250 mb of free space from it and so did you. Woohoo!
#67
Posté 20 novembre 2010 - 03:44
#68
Posté 20 novembre 2010 - 07:53
Rubies wrote...
Just so I can keep myself to my own word, I'm going to take a step and say mine'll be submitted tomorrow.
Great!
#69
Posté 21 novembre 2010 - 02:44
#70
Posté 21 novembre 2010 - 07:34
#71
Posté 22 novembre 2010 - 02:15
#72
Posté 22 novembre 2010 - 09:21
Also folks, and this is IMPORTANT, you have to post here before that time to announce the submission of your entry. I cannot tell the difference between a GOG entry and a NWN1 entry by going to their ftp.
Officially, only two people have submitted their NWN1 entries:
Superfly
Balduvard
If you are not one of these two people, you have not yet officially submitted your entry.
#73
Posté 22 novembre 2010 - 11:04
Entry submitted a few mins back using your dropbox referral. The link is in a PM.
Thanks, this was fun.
#74
Posté 23 novembre 2010 - 12:53
Please let me know of any problems as soon as possible.
TR
#75
Posté 23 novembre 2010 - 08:01
-S





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