Its a set of toolset entries for the Trigger and Waypoint palettes used to create hidden secret objects (like doors, portals, chests, levers, any placeable object) without having to do any scripting.
Description
Axe Murderer's Killer Secret Objects v1.0
This package includes a custom trigger, two custom waypoints, and a script used by the trigger for use in the Neverwinter Nights computer game. Installing it will cause a new entry called Killer Secret Object Trigger to be added into the NWN Toolset in the custom trigger palette under the Secret Object Triggers category. It also adds two entries called Killer Secret Object Location and Killer Secret Object Destination into the custom waypoint palette under the Waypoints category. The trigger uses a script called kso_trig_enter which is added to the module's script list.
This package allows you to easily add pre-scripted secret object detection triggers and waypoints into your module that will simplify the task of creating secret objects that must be detected to be seen or found. It encapsulates the Bioware default secret object triggers, placeables, and waypoints into one easy to use trigger, and two easy to use waypoints. All the scripting is taken care of for you. The trigger allows you to select one of the standard Bioware secret objects to use or you can make your own and easily connect it to the Killer Secret Object Trigger. The trigger is pre-scripted to handle the detection checks, manage the secret placeable (reveal/spawn it and hide/destroy it at the appropriate time), and reset itself for the next guy.
When you use Killer Secret Object Triggers instead of the Bioware standard ones, not only can you either select from the standard secret objects or create custom ones of your own, you will also have available some new extensions to Bioware's standard concerning how detections are done and when detection is restricted or impossible. For example, you can easily set hours during the day or night when nobody can detect the object. Basically an inactive period for the trigger based on the game's time-of-day. If you would rather use a skill check other than Search to find the object, or if you want to base the detection on the level attained in a particular class, it takes like 10 seconds to set it up. You can also set up a special Key object requirement that makes the trigger be inactive to anybody that isn't carrying one (a nice feature for making a hidden entrance to a guild area that only members of the guild can detect, or other such ideas). If you want to change your trigger to use a different secret object you won't have to delete the trigger to make a new different one or change a bunch of script names around. Just flip a switch and boom you're hiding a different object.
See Readme file for instructions on using Killer Secret Objects.
This package allows you to easily add pre-scripted secret object detection triggers and waypoints into your module that will simplify the task of creating secret objects that must be detected to be seen or found. It encapsulates the Bioware default secret object triggers, placeables, and waypoints into one easy to use trigger, and two easy to use waypoints. All the scripting is taken care of for you.
See the Readme file for instructions on using Killer Secret Objects.
Posted by meaglyn at 2012-05-18 06:18:42 Voted 10.00 on 05/18/12
Very nicely done. Thanks!
Posted by Tyndrel at 2010-08-16 15:24:32 Voted 10.00 on 08/16/10
I was just about to recommend this to someone when I realised I'd not voted... shame on me, this is brilliant. _________________________ All the thanks the designer gets is your vote, please use it.
Of Time and Death's Feast Link ~ Leybury Link ~ Shadow Mountain PW Link ~ CEP Skybox Reference Link ~ 1.69 Texture Reference Link
Posted by Teque at 2010-08-13 23:21:24 Voted 10.00 on 08/13/10
One of my most loved systems in HF. Thank you.
Posted by ShaDoOoW at 2010-07-13 17:19:28 Voted 10.00 on 07/13/10
Must say I don't like that idea at all. It virtually assures that the secret will be discovered. The whole idea is to make the player search for it and that there be a chance he won't find it unless he walks around looking for awhile, not to go stand there in one spot and wait, doing nothing, until he gets a good roll on the dice.
Posted by The Thayan at 2009-01-29 18:19:48 Voted 9.00 on 01/29/09
This is used in the Thay PW.
The only thing that might be nice to add/change is doing a psuedo-heartbeat when a PC enters the trigger. Otherwise if they don't notice the hidden object upon first entering, no matter how long they might stand there (within the trigger and presumably within range of the object), they never will unless they leave and re-enter again.
Regardless though, everything else is great with this system. _________________________ Thay - Realm of the Red Wizards A NWN persistent world found under the Roleplay section of Gamespy.
Posted by ffbj at 2008-11-23 08:32:38 Voted 10.00 on 11/23/08
Use it. Thanks Axe.
Posted by Jimmy_Buffit at 2008-11-18 13:10:12 Voted 10.00 on 11/18/08
This is really a nice setup, super easy to use. Thanks Axe. _________________________ Currently stalking the dungeons of ForkWest.com
Posted by archer4217 at 2008-06-15 14:12:59 Voted 10.00 on 06/15/08
Awesome, Axe. :)
Posted by red teflon at 2006-06-03 06:42:26 Voted 10.00 on 06/03/06
Axe always does great work!
Posted by Negalith ( 24.14.xxx.xxx ) at 2005-11-11 19:21:56
Gotta love good old Ax.
Thanks again
Posted by n/a ( 198.22.xxx.xxx ) at 2005-10-22 09:17:31
Can you post a link for the NWN scripting forum thread please.
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