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Core Scripts


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4 réponses à ce sujet

#1
Nenilai

Nenilai
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Anyone know if there is a way to change default scripts ingame for Modules, Objects etc.


Example:

I want to make all chests ingame explode but rather than go to every chest in game and set a script, is there a way to set a general script that runs every time a chest is damaged for every chest placed in the future.


Example2:
I want something to happen every time a player enters an area, but don't want to set every single area in a module, just change the default "On Client Enter" script and everytime a person enters an area the script goes off. 


These were present in NWN1 but theres nothing but blanks in NWN2 can someone explain plz.

#2
painofdungeoneternal

painofdungeoneternal
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don't think so, something have scripts that run regardless, there is a transition script for example, but that is not quite the on area loading script. ( Think most of these were the same in NWN1 )

there are event handlers you can set via script, which means you can dynamically set events, but unfortunately if they work is hit or miss. Worth trying. ( iterate all items on module load and set scripts then )

#3
dethia

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There are actually indeed systems in existence that do what you describe. There are two on the vault but it's been so long I have a hard time remebering their names. I think one is HL...something. Sorry I can't recall their names but hopefully someone does.

What these systems allow you to do is as you describe to set various scripts to activate for every area, object or creature by specifying it in just one place. They come with filtering systems as well so you can omit certain special places. It will take a bit of digging but I'll see if I can find something as well.

#4
Nenilai

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Thank you Dethia, you sparked alittle hope with your words = )

#5
Old_Curmudgeon

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You may want to check out the HCR (Hard Core Rules) for NWN2 on the Vault.
nwvault.ign.com/View.php