Port Me NPC v1.1 by Axe This package allows you to easily add pre-scripted NPCs, placeables, and doors into your module that will teleport players to the destination of their choice from a list presented in a conversation that comes up when you click them. You can, of course, modify them once placed into your module to change their defaults just as you would for any standard NPC, placeable, or door that you use. After installing the package into your module (as described in the read-me file), you will see new custom entries in the Custom NPC, placeable, and door palettes under the Special Custom 1 category called Port Me NPC, Port Me Portal, and Port Me Door. To put one into your module, view the area that you want it in then simply click on the custom palette entry and click where you want it in the area. It works just like a creature, placeable, or door chosen from the standard palettes does. You then edit the NPC's, portal's, or door's Variables (in its properties window on the Advanced tab) to customize the destination list. See the Readme file for installation instructions and user's guide.
Version 1.1- Added the Port Me Portal (placeable) and the Port Me Door (door) to the custom palettes. Also made a demo module (download below) showing how to set up the system to use NPCs, placeables (portals in the demo), and doors.
Using this package allows you to easily create NPCs, placeables, and doors that will present a list of destinations to the player in a conversation. When they click on one of them they are sent to a waypoint associated with that selection.
All scripting is taken care of for you and no modifications to any scripts or new scripts are needed to make them work.
Compatible with all expansion pack combinations and any hak packs you use including the CEP. Requires your game to be patched to at least version 1.62.
Version 1.1 update. Added a portal and door into the custom placeable and custom door palettes to show how to set those up to use the system (they are also useable on their own of course). Also included a demo module.
Added a blueprint called Port Me Portal which is based on the Portal placeable from the Visuals category of the standard palette. It is set up exactly the same as the NPC is, so you can plop one down, edit the destination variables and go. When you click the portal it pops up the same conversation that the NPC (and the door - see below) uses.
Added a blueprint called Port Me Door which is based on a strong wooden door from the Universal category of the standard palette. It is set up exactly the same as the NPC and portal are. When you click the door it pops up the same conversation that the NPC uses.
Added an addendum that describes how to increase the 10 destination limit to whatever you want if desired.
"Can I use this for a placeable like a portal instead of an NPC?"
Yes. All you have to do is set up the variables on a placeable, npc, or door the same way they are set up in the Port-Me NPC blueprint in the custom creature palette-Special Custom 1 category. Hook the portme_npc conversation to the object (placeable, npc, or door), and it will work the same way.
Well that's an entirely different system and not as noob friendly as this one which was my main intent when I made it. There is already a package that does that in the vault anyhow so I won't be making that modification.
This question came up so I thought I'd post the solution here as well...
"How can I add 10 more destinations to the NPC's list?"
First import the erf into your module as described in the Readme instructions that came with the package if you haven't already done so.
1. Copy the script portme_npc_at1 and save it as portme_npc_at11. Modify it as follows:
Line 3 - change the 1 to an 11 (in the comment).
Line 9 - change the Destination1 to say Destination11 (in the GetLocalString).
2. Repeat step 1 nine more times until you have scripts named portme_npc_at11 all the way up to portme_npc_at20.
Make simliar changes in each one 11, 12, 13, ..., 20 on those two lines.
3. Copy the script portme_npc_taw1 and save it as portme_npc_taw11. Modify it as follows:
Line 3 - change the 1 to an 11 (in the comment).
Line 8 - change the "Custom3001" to say "Custom3011" (in the GetLocalString).
4. Repeat step 3 nine more times until you have scripts named portme_npc_taw11 all the way up to portme_npc_taw20.
Make simliar changes in each one 11, 12, 13, ..., 20 on line 3.
Make simliar changes in each one 3011, 3012, 3013, ..., 3020 on line 8.
5 Edit the portme_npc_taw_b script and change the 10 on line 9 to a 20.
int nToken = 20;
6. Edit the portme_npc_inc script and change the 10 on line 25 to a 20.
int nToken = 20;
7. Edit the Port-Me NPC blueprint in the custom creature palette (Special Custom1 category). Go to the Advanced Tab and click the Variables button at the bottom. Add in string variables for Destination11 - Destination20 and change the value of the DestinationCount variable to 20.
For example:
Name= Destination11
Type= string
Value= Destination 11@WP_DESTINATION11
likewise for the rest of them.
8. Edit the portme_npc conversation. In the conversation editor go to the branch that has all the lines and add new ones for up to before the line that says "Nowhere I want to stay here.[EndDialog]".
For example:
[EndDialog]
[EndDialog]
...
[EndDialog]
Nowhere I want to stay here.[EndDialog]
On each line you add, put the appropriate portme_npc_atXX and portme_npc_tawXX scripts into the TextAppearsWhen and ActionTaken slots of the new line. The atXX one goes in the ActionTaken slot and the tawXX one goes in the TextAppearsWhen slot.
For example:
[EndDialog]
- ActionTaken = portme_npc_at11
- TextAppearsWhen = portme_npc_taw11
9. Save everything and re-build the module with all the compile options set on.
10. Recreate all your port-me NPCs from the blueprint like you originally did but now you can put in 20 destinations instead of just 10.
Posted by Nip ( 203.33.xxx.xxx ) at 2004-07-08 02:06:00
Thanks for this npc :) much appreciated :)
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