A little background first, if you'll permit: I was, a loooong time ago, very involved with NwN. I dropped everything and went off-grid about 9 years ago. I have pretty good (not masterful!) scripting skills and am conversant in PHP, Javascript, C, Modula, pascal, ... um, ok. I'll stop. Point is that I'll probably understand what is said, even if I could never have figgered it out on my own :-P I left NwN just before beta, just days before we got our hands on NWScript. Hell, we were still argueing (in vain, it turns out) for arrays :-P Until then all we had to work with was pseudo-code.
And that's where this is coming from - my old notes :-(
Problem: I want to create a SummonxxPack( ) function. This function will be called by creatures - alpha versions of creature xx - on entering combat. It will:
- play a howl (or creature appropriate) sound =)
- determine nPackLvl (1/2 alpha's level)
- Summon nPackLvl creatures of nPackLvl level
i.e. Your wolfen henchman howls when entering combat. She is level 8 (nPackLvl = 4). 3 seconds later a level 4 wolfen ranger steps out of the woods and notches an arrow. then another appears, and another until 4 of them stand there peppering (and distracting) the enemy.
Currently, I'm thinking of having a single instance of a lvl1 version of the packmember sitting in the encouter area. When SummonPack is called, nPackLvl copies will be spawned and levelled up to nPackLvl.
So, I have three questions at this point:
- How do you avoid a summoning effect? Summon them in the encounter area and then move them?
- How would you determine a viable location around the summoner/target sufficiently far away so that they seem to emerge from the woodwork?
- Anyone think of a cool effect of emerging from shadows? Fading back *into* the shadows after combat?
My Wolfen race is small and a bit weak. But you can never fight just one... :-)
<...and lays it down>
Modifié par Rolo Kipp, 10 août 2011 - 09:52 .





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