This is a compilation of the old system into a single score. There were 15 that made this score of 8.94 then rounded to 9.
Posted by nsiegert78 ( ..xxx.xxx ) at 2004-01-08 21:27:00
I downloaded this file and there was nothing in it.
Posted by Carl ( ..xxx.xxx ) at 2002-11-02 14:08:00
I know how to place a WayPoints. I noticed that the mobs
will even follow the waypoint if they have to leave the
area to get to it.
Like from an upstairs area to a downstairs area. They
automatically use the transition point (Door).
I had an upstairs and downstairs of a building in 2
different areas. Causing use of an Area Transition to move
from one floor to the other (Door).
I thought that it would make more since to have both the up
& down stair in the same area. To save the player from
having to load the seperate areas. Its already loaded, just
move to another way point in the same area. This works fine
for the player. But promoted a problem for the mobs now.
They will no longer use the transition point to get to the
other area. They just stand around with their face against
the wall.
How can I get them to use the available transition point.
The very same one the Players use.
Posted by Adrian Doubleday ( ..xxx.xxx ) at 2002-10-03 13:34:00
Excellent series, thank you.
There may be some issue with where lesson 15 is places, all
others came in lightning fast over a 1.5mbs connection,
however, lesson 15 is still downloading at just under 3k, ;)
Thank you all for the great work!
Posted by Haevlyn ( ..xxx.xxx ) at 2002-08-25 03:36:00
I'm impressed with the tutorial, thanks alot. Pity it is
11.2 MB though. It took ages to download on my connection,
but hey, somethings are worth waiting for?!
Whoever posted the previous comment. Conversations are easy.
Get into the conversation editor and in the bottom right
corner there is a script editor for "Text Appears When"
Click on the small 'edit' button and delete whatever
default goes there. Type the following:
int StartingConditional()
{
int bCondition = GetIsObjectValid(GetPCSpeaker())&&
GetLocalInt(OBJECT_SELF, "NW_L_TALKLEVEL")==0;
}
Save that as an ALL RESOURCE as "INIT_Dialog" (for
initialize dialog) and you can use it to make all of your
people speak!
Note to use the "TEXT APPEARS WHEN" you have to have
already created one line of conversation and seleted it!
Hope that helps :P
Posted by Newbie !!! ( ..xxx.xxx ) at 2002-08-23 06:26:00
This is pure gold. I watched all the tutorials and now
have my own Fern! Thanks for sharing.
Posted by paladin235 ( ..xxx.xxx ) at 2002-08-14 01:26:00
So that is how you get the NPCs to walk in a circle! That
actually answers quite a bit.
I don't know if this is the right place to ask something,
but: if I have a character running around in a circle and
make it his "POST" he will return to it after a
conversation, right?
I tried it without naming it a post and the NPC to my
surprise, just stood there after a conversation :(
Posted by yar ( ..xxx.xxx ) at 2002-08-12 09:05:00
Hey these are great tools for the developing Aurora builder
but the main problem I am seeing with them so far is that
the filesize is very prohibative. This file alone is 11.2
megabytes.
The point of VGM (Vector Graphics Media) or Flash
applications is that you can make the media small enough
for practical internet application. And while a someone on
broadband may shrug off 11.2 megabytes in a minute or two,
there are still some poor folk out here that can't get that
kind of internet connection.
You must be using a new image for each frame, or your using
uncompressed sound files...one or the two. But I do know
from experience that you can change wav formats with
nothing more than Windows Sound Recorder. By using this
tool and reformatting the quality of the sound files, you
can easily take 17 megabyte wave files and cut their file
sizes down to 1.5 megabytes or so, and Flash compresses the
media even further. I once used a 14 meg sound wav,
reformatted it to 1.13 megs without too much loss in sound
quality and introduced it to a flash movie I made and the
entire SWF after completion worked out to roughly 986k.
If its a case of using a new image for each frame,
experiment with tweening images to save file size, or
making each image an library object so it will not
reference each new image each time one loads. This allows
the SWF to "cache" a used image as an object, which allows
it to reference back to the same image from the library
each time instead of redrawing a whole new one. And
tweening is the process of using one image to cover several
frames, rather than adding the same image to 10
frames...you add it to one and tween it across ten or more
frames to the next new images frame. This gives the
illusion of that frame taking up the amount of frame time
that is required for the viewer to see it and comprehend
it, without actually drawing the image in every frame.
And instead of using a screenshot after screenshot, step by
step tutorial format. What you can do is combine image
tweening, with a cursor object that you've made yourself to
point out or highlight certain actions. This allows you to
do the demonstration from within the SWF itself, just using
the screenshots as a backdrop, and can save you and awful
lot of frames and file size.
Just some suggestions to help make these tools availible
for people that don't really want to wait 2 hours for them
to download.
Thanks.
Posted by Anonymous ( ..xxx.xxx ) at 2002-08-11 22:49:00
What a good idea! Very slick. I can't wait until it gets
to NPC conversations because that is what I'm *totally*
stuck on. No matter what I do to try to make conversations
my NPC's just stand there and look at players. I also
would love to see something on implementing the hard core
rules. I downloaded them but can't figure out where or how
to add them to Neverwinter! I am such a scripting idiot!
The waypoint one was great though, now I can at last use
them properly!!
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