This is a replacement for Bioware's walk waypoint system. It enhances their system with several new features. First, it allows you to set pause times on each waypoint in the walk waypoint circuit instead of always using the same pause duration at every waypoint. Second, it allows you to specify a single animation to perform at any waypoint. Finally, it lets you toggle your waypoint walkers so they will traverse the waypoint circuit in a circular progression instead of a palindrome progression.
Also has an optional stuck detection system you can enable at will to help resolve the problem NPCs have with getting stuck moving between waypoints.
Several bugs found in the Bioware default system were also fixed.
See the user's guide that accompanies this package for instructions on how to use KWW and the Readme file for installation instructions and an introductory overview of the KWW system. There is a demo module included for use in conjunction with the tutorial section of the User's Guide, and to showcase the system.
KWW requires patch 1.69 and will not be compatible with future NWN patches. The demo module and tutorial may require SOU and HOTU but the system itself does not. KWW is compatible with CEP2 v2.1 only. It is not compatible with any other version of CEP2 or with CEP1 (actually untested with CEP1, might be ok)..
Version 2.0 -- added a new feature to allow scripters the ability to
temporarily suspend the walk waypoint system either globally for all NPCs
in the module, or individually for any waywalking NPC. See the readme file
and User's Guide for details on how to use the new feature.
Version 2.1 -- updated for compatibility with NWN v1.69 and CEP2 v2.1.
Likely not. Any CEP script that calls the WalkWayPoints function, or a function that in turn calls WalkWayPoints, or a function that calls a function that calls WalkWayPoint, etc
will need to be recompiled. This package includes compiled versions of those CEP scripts which were doing that at v2.1. Any changes made to those CEP scripts, or any new CEP scripts involving WalkWayPoints will not be compatible with this package out of the box. You could, of course, track down all the relevant CEP scripts for the current version and recompile them to produce a new hak...that would work.
I just downloaded this and I am wondering if I can use it with CEP newer than 2.1?! Did anybody try it? I'll check it out using the CEP 2.4 starter module and see how everything goes.
By the way thank you very much for sharing!!
Sorry none of those are scripts in this system so I have no idea what they are doing. I suggest running through some scripting tutorials so you can learn what those messages mean and solve them independently. Or find a friend willing to do it for you. None of those are caused by KWW. It might make things easier if you go back to one of your backups before you imported KWW and build it. Make sure there are no existing errors in your module before you try importing KWW or anything else until the module is first verified to be clean.
No. This is only an extension to Bioware's default waywalking system not a total replacement. It is totally based on their code but I added in a few extra features and fixed a few bugs I found along the way. Since their system only recognizes standard area transtions and doors it cannot be used to handle any custom transitions out of an area. Only standard area transition triggers and door transitions are recognized as exits out of an area.
I know of no system that looks for every possible means of transitioning between areas. Since a script cannot reasonably detect scripted transitions (i.e. have one script "read" other scripts to determine if they transition creatures to other areas), and because all custom transitions via generic triggers, placeables, NPCs, item use, etc., do so by using a custom script to make the transition occur, I think it is highly unlikely that you will ever be able to find a system that will handle them.
Having said that, it is possible to use my system in conjunction with a custom NPC to suspend their normal waywalking at the appropriate time, manually send the NPC thru your custom transition, then re-enable the normal waywalking when they arrive at the other end. But it is probably no easier than simply creating totally customized NPCs for each situation that involves them moving to another area using a custom means.
Posted by Birkebark at 2008-09-17 23:48:46 Voted 10.00 on 09/17/08
I will give your system 10 because it have a lot of potential and it deals with stuck detection - that's really neat! But I have a question: Will it be possible to use the system with Seemless Areatransition? It's based om a pseudo-areatransition via a trigger. When you enter this trigger, you will be transported to the next area. NPC's enter this trigger will also be transported, but I have had a lot of trouble getting patrols resume their route after arriving to the next area. _________________________ Zantium.dk
Truth is, I'm not looking for any thunder. I couldn't care less if this gets used or not. It's something I made for my own use and thought I would share it. I think most everyone knows there are other systems around to choose from. I certainly am not looking to add your system into my modules. After all, I'm sure, like me, people are looking for something a little more recent than four years old these days...
So, rather than start up a debate over which packages are older or better or whatever, I'd just rather see posts related to this package on this page so if there are any problems with it, I can fix them. I'll leave your system to your vault page.
You must be Logged In to post comments in this section.