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Weather changes module wide?


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#26
kevL

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well, kivinen has some command-line tools, Neverwinter Nights tools

although written in Perl, the most useful ones are also ported to win32 executables. I used the latter version of 'gffmodify' to change ChanceRain=50 in an area to ChanceRain=0, as a test.

but even by using a batchfile to iterate over your .ARE files, you'd still have to keep track of what the original settings are for every area, to later change them back to what they were -- it'd be intensive.

( also not sure if the Tools are compatible with NwN2's 32-character strings )


The more i look at weather in NwN2 vs. NwN, it seems that 'chance' and 'variability' have been added to the TS, but left inaccessible via scripting.

#27
Dann-J

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There seem to be several 'set' functions in NWN2 that don't have corresponding 'get' functions.

 

I have an area HB script that uses GetWeather() to determine what type of rain is currently falling, and changes the area ambient sound accordingly. There are functions that allow you to change the day and night ambient sounds for an area - but no functions to determine what they were originally. I had to manually store a pair of integers on every area that was set to rain in order to be able to reset the original ambient sounds when the rain stopped.

 

Script:

Spoiler


#28
Lance Botelle

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Hi,

I am obviously biased, but I think if you end up having to edit each area, then using the weather system I created and andysks mentioned may be the easiest way to go, as it offers versatility and in-game variations straight off.

Once the main scripts and objects have been added, it's not much more work for quite a bit of versatility and changes in weather, including rain (various types), snow, and dust storms.

http://neverwinterva...-system-lb-v105

Download and check out the manual included to see what I mean. (It allows you to set weather to a specific type for an area.)

Cheers,
Lance.

#29
kevL

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+3