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NWN PREFABS

- Jump to comments -
Title  A Burning Sensation
Author  Ralph Stadig
Submitted / Updated  02-20-2003 / 02-20-2003
Category  Areas
Focus  Areas
Description
This is an opening area that I developed to use in a new module series I'm working on. But I liked the effect so much, I figured I'd share it. The player wakes up in a burning barn that's chock full of wine and ale kegs (uh.... can you say fuel? I KNEW you could ;-) There's a magickal head floating in the corner and speaking. It's counting down. 20... 19... 18... 17... both doors are bolted and locked from the outside. the player is trapped. Apparently, they've made someone VERY angry. And when the head counts down to one?

KABLEWY! (As bullwinkle would say). Take special note of the flying shards of barrel staves, if you don't make it out. It's an incredible effect. Enclosed is a module file only, two areas. The barn area is the principle. The area one is provided for demo purposes, assuming the player escapes. Only thing needed there is the 'exit point' waypoint. Exit is via a NWN secret door (shamelessly lifted from their demo module). Try it out. You might just like it. But remember: a count of 20... times six seconds per 'heartbeat'.. uh, ya better HURRY! lol!.


Files

NameTypeSizeDownloads
burning_barn.zipburning_barn.zip
Submitted: 02-20-2003 / Last Updated: 02-23-2003
zip83.08Kb421
--
SCORE OUT OF 10
7
1 votes
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Comments (5):

Posted by Old_Scores_Transfered at 2004-02-20 10:30:21    Voted 7.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 7.33 then rounded to 7.

Posted by Earl Montgumery ( ..xxx.xxx ) at 2003-10-12 09:57:00    
BOOMY

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-07-04 00:33:00    
Please note:

This demo area I developed suffers from the current SoU problem that caused the previous hidden doors to cease functioning. It was written with 1.29 and should work fine, assuming SoU hasn't been installed. :: frowns ::

I have no fix for this, I'm sad to say. I hear that there may be a patch for this coming; I'm hoping that deals with this problem. If not, I'll find another way out for the players and update this demo area accordingly.

FYI


Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-02-24 12:58:00    
Using the 'heartbeat' on the barrels proved too contention
expensive. And, less fire/explosives dampens the effect. I
was looking for the medieval equivalent of nitro, here :-D

The NWN software isn't terribly good at handling that many
heartbeats on numerous objects in one area - drags the
machine to its knees.

This was a kinder, gentler solution to the problem that I
had whipped up for a module (which DID, by the way, have a
caster nemesis.)

Thanks for the feedback

Posted by Ice-Child ( ..xxx.xxx ) at 2003-02-24 07:22:00    
Ok I gave you a middle road vore for your effort. But it
is kinda cheese. Gere is what you should have done:

Set the barrels to listen. When they hear the number 0
spoken they explode.
Dont have the head cast a spell. Set a script that when
the head gets to 0, a vfx goes off on player. Making it
seem as though the same spell were just cast. Only no
spellcaster, i.e. they dont see him cast a spell. from
there you can either autokill the player, if they survive
the damage of the spell. or if they survive summon in more
flames and set them to damage the player if they touch it.
Which is how the first ones should have been. You have
things close enough in there that a player could
accidently click to use a barrel or flame. Set the flames
to onuse so that if used they deal damage like a fire
would.

I never claim to be a scripter but can write all the ones
I spoke of above. It is a good effort. Just give it a
little more pizzazz is all.

Rob
A.K.A.Ice-Child

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