Altaza Arena (version 0.95 BETA) is a single-player module and prefabricated Arena area. Althought playable as a standalone mod, intended for use by other developers in their own modules. Emphasis is on social, entertainment, and roleplay aspects more than adventuring. Very involved scheduling system allows players to both bet and watch npc arena fights between eighteen gladiators of varying levels and register to fight themselves for a purse, should they choose. Some minor subplot/quest activities possible, as well. Intended for players level four to sixteen. Combat geared towards approx matching levels, but with enough class, race, and skill variance to make betting a challenge. Both module and import file provided, plus extensive module regarding the product. Large zip file, about 7 meg, but well worth it. Single-User only, multi-user to come in future. No DM or supervision required. Complete and self-running; player can participate or simply enjoy a day off 'at the fights'!
This is an initial post-BETA release module but I am still seeking additional testers. All design is done with native NWN graphics, sounds, and objects - no additional files/hak paks are required. UPDATED 07/19/2003 (0.95) for contention corrections, increased stability fixes (aoe spells and summoned pets, guard faction reactions) and initial multi-user changes. UPDATED 12/10/2005 for numerous reliability improvements and enhancements, including the near complete elimination of previous 'guard frenzy' issues and the full use of summmoned pets.
version 1.00 (initial release, post beta) of Altaza Arena. Corrections from previous versions include greatly enhanced reliability and elimination of many 'guard frenzy' issues that occurred in beta releases.
Mr. coke: I would not remove all spectators, obviously. Reduce a few, retest. Again, I'm switching on a heartbeat for some of the more complex characters (fighters, for starters), but even then the actions are UD triggered for contention reasons. I think pruning out the guards would have a bigger impact for you. And the spectators are, for the most part, not using heartbeats at all, just immobile animations or UD routines (onUserDefined). I think the idea of moving the gladiators into a private, no player entry, room is a good one. Give it a go. Just remember to move their waypoint with them - the scripts use it to return them "Home" after a fight. I was heavy on the guards, for MU purposes: I didn't want to open up the area to griefers without giving them at least a reasonable run for their money, should they choose to misbehave. DM's are nice, but I always try for areas that can stand without them, if at all possible. My current work with this is multi-user, so I'm not planning any more drastic revisions to this. But then again: it's a prefab. Drop it in place, and give it a shot on your own. That's what it is for :: grins :: If any of you guys end up developing a superior Arena for your modules or worlds, then I'll be the first one to stand back and applaud your efforts. Good luck.
Posted by mr at 2003-07-1106:18:00
cool about your ideia do you think i need to remove all spectators? or only few ones? i will try do this only one guard and only spectator in the main arena and the apposed guy too and altazaa (others i will remove) and inside the room (only one other guart to all area the ticket master and the inscription girl) about the fighters in waiting room do you think better i make one acessible room to put all those inside or one non acessible player area to store all fighters inside? Ralph Stadig can you make one Light version of altazaa arena for PW? with less npcs and using the wints of Deltor? i want much do it im currently working in some bugs about no drop itens on my module and whne ai finish it i will want to work in the part of the altaza arena inide my world thx man :) sorry for my ugly english since im not a english ehehe is hard to me to understand some slangs and to write cool too ehehe
Posted by Deltor at 2003-07-0623:14:00
Hi again Ralph, I have a PW (in late development) running NWNX2 with NWN 1.30 (with plans to upgrade to SoU soon). Anywho, I would like to help you with the MU testing, as I am incorporating your arena in my PW anyway. Please e-mail me at the above e-mail and let me know what I can do to help. And to respond to Mr Coke...what Ralph suggested is what I did...i.e. cut back on spectators and guards. I also put the NPC gladiators into a gladiator 'holding tank' that only they have access to - the reason for this was that I have a lot of gladiators, and walking into their area was causing lag. I also use a spawn system that un-spawns the spectators and guards when no one is in the arena area. I go in and watch the fights quite a bit, just to see how they are balanced out, and I get no lag from it at all. It runs very smoothly.
Posted by Ralph at 2003-07-0400:28:00
Mr Coke: The code isn't all that contentive, I suspect. At the very worst, you might find yourself having to reduce the number of guards and spectators to handle that sort of a problem. Not even many heartbeats used: I stuck with a 'fusebox' algorythm driven by Altaza's UD script in an effort to combat that problem. I haven't been very successful at testing this for MU (lack of volunteers! hint, hint. Drop me a line if you're interested...) but the most recent code has been adjusted to allow for multiple players in the scheduling. I've seen one PW that used it, but they heavily modified the arena setting and had some initial difficulties due to broken triggers and the such. But there's nothing in the code, aside from unknown MU issues/errors that will prevent it from PW usage. If you want to pursue this further, drop me an email: I would LOVE to get some MU testing assistance with this. Any issues that come up can be quickly dealt with, I think.
Posted by mr at 2003-07-0117:15:00
i like this prefab so much and i want put it in my persistent world but i have some fear cause it can maybe make some slow down on online games i using the SoU version of nwn to work in my module do you thinkcan be a good ideia import it to one pw? or better i wait new versions?
Posted by Ralph at 2003-03-2611:38:00
Thanks for the feedback, "Dark". Latest version, the bookies are no longer plot. If that's a serious problem, check that out. My next update is for Multi-User purposes and may be a bit, but the last one uploaded handles that, as well. Yeah, currently ANY entry into the pit is a punishable offense, if you're not scheduled. I'll keep your suggestions in mind, however, and add them to my work list. thanks again.
Posted by Dalmir at 2003-03-2313:07:00
This is a very well thought out arena and I enjoyed testing it out. I am very eager to include this in the persistent world that I am creating, however, I noticed a couple of things that could be improved. 1) It is a nice touch that PCs are not allowed to interfere in the matches, however, during one of the intermissions, my PC walked down into the fighting pit (while no one was in there) and the whole place went hostile on me. This is the interesting part - Even though all of the icons turn into swords (no one will talk to me anymore) they still don't attack. It would be nice if there was a guard who's sole duty was to prevent people from entering the fighting pit by giving them a warning the first time it is attempted, and then attacking, or imprisoning the offending the PC if tried again. 2) Some of the bookies are marked as plot. This becomes a little annoying if you have turned the whole place hostile on you. I had no problem decimating the majority of the people in the arena once I made them all mad, but those darn bookies are invincible. I understand that they are key to the process and essential to keeping the place running, but maybe changing them to another faction would be better. 3) It would be cool if there was some way to *apologize* for walking down into the arena (especially if it was done during an intermission). _________________ Dalmir "The Dark" Black Necromancer of Oerth
Posted by Ralph at 2003-03-1722:02:00
Nice touch, Deltor. That's the sort of thing I like to see, with this. People using it as a starting point, and expanding from there. Thanks for sharing that. As a corrollary to your script, please keep in mind that I have local variables storing the current fighters due to compete in the arena (firstfighter and secondfighter). That may help with gladiator-specific changes you may make. The values are set and reliable until after the fight is over and Altaza selects new fighters for the next round.
Posted by Deltor at 2003-03-1617:33:00
...should have mentioned that I also put a similar generic trigger in front of the door IN the inner arena going TO the outer arena (surrounding the fighterexit waypoint)...this one just teleports them to a waypoint in front of the outer arena door (and the trigger mentioned below) on the way to their fight.
Posted by Deltor at 2003-03-1617:13:00
Hi Ralph, I was adding on to the arena, and wanted to make the gladiators go inside faster, but more importantly I wanted them to rest so they would be fresh for the next fight, I put this script together for a generic trigger (onEnter event) that I put just in front of the door to the inner arena (that they sometimes get hung-up on after the fight)...I am very much a novice scripter, so I hope this is efficent :) void main() { object oGlad = GetEnteringObject(); if (GetTag(GetEnteringObject()) == "Gladiator") { DelayCommand(1.0, AssignCommand(oGlad, ClearAllActions())); DelayCommand(1.5, AssignCommand(oGlad, ActionRest())); object oTarget; oTarget = GetWaypointByTag("gladiatorSpot"); DelayCommand(2.0, AssignCommand(oGlad, ActionJumpToObject(oTarget))); } else { return; } } I just wanted to share it in case you have use for it... Del