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NWN PREFABS

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Title  Temple of the All Seeing
Author  Blasco - Yang
Submitted / Updated  07-12-2006 / 06-26-2007
Category  Areas
Type  puzzle
Description
The Temple of the All Seeing is an ancient temple suitable for many different types of enemy encounters (though I originally intended it for beholders, hence the name). Currently it is absent of enemies. You can put whatever you feel is appropriate there.

It's main attraction is the fact that to get out of the place you have to activate 4 magical spheres in the correct order to power up the main console.

Once you have power to the main console you can hit the switch and a portal appears to port you to the other side of the wall where the door exit is.

The current order to activate the spheres is: Blue, Yellow, Green, and Red. Feel free to change the script to suit your needs.

If you activate a sphere out of sequence it will power down and you have to start the whole process over again.

NOTES:

1) There is also a hidden door in the place that leads to a room with a switch. This switch activates a second secret portal for which I had other intentions, but you can use it for your own purposes or simply get rid of it if you like.

2)Drawback: Only one PC can be the activator of the spheres. If another PC interfers and activates a sphere, (even if it is in the correct order) it throws the whole thing off and you have to begin again.

Sorry about that. I was unable to come up with a solution for that issue scriping-wise.

Other than that, it works well.

Files

NameTypeSizeDownloads
Temple.erfTemple.erf
Submitted: 07-12-2006 / Last Updated: 07-12-2006
erf118.95Kb201
--
bh_tas_exitport.erfbh_tas_exitport.erf
Submitted: 07-12-2006 / Last Updated: 06-26-2007
erf3.21Kb89
This is long overdue I suppose. My apologies, as I had a major issue with my old computer and had to purchase a new one. Once I was online again I went looking for my old Temple area and downloaded it. Only then did I realize the issue one of the posters spoke of. The portal that is supposed to be created apparently didn't upload with the rest of the area. (I'm guessing because it doesn't actually exist in the area until it is created) So if anyone is having any difficulty with this set of scripts and area in general; hopefully this little addition will help. This is the portal that is supposed to be created:
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Comments (5):

Posted by Blasco-Yang at 2006-07-17 19:00:33    
I looked the area over and tested it again myself to get a feel for it.

Everything appears to be working properly for me.

The portal appearance is delayed by about ten seconds (give or take a couple of seconds) after the main console is activated.

If you activate any of the four nodules(called power nodules) that surround the main console then the delay may be increased by a very few seconds because the script will take the time to retract each one and then reactivate them, but this will only add a very few seconds to the delay.

Note: These power nodules are not vital to the activation of the main console itself, and being extended or retracted will have no effect on the system... they are purely for effect.

Once the portal appears (in the center of the stone circle directly in front of the main console) it will remain for approximately 20 seconds then dissapear and the system will shut itself down.

At this point the Blue, Yellow, Green, and Red Power Orbs will need to be activated again to recharge the main console.

Possible solutions to the non appearing portal situation that "Laughing One" is dealing with:

1)Check again just to be certain. As I said.... there is at least a ten second delay before the portal appears.

2) Make certain there is a waypoint in the center of the stone circle directly in front of the main console with the tag: "TempASExitportal". I suppose it is possible that if you moved the placeables too far you might have left behind the waypoint. This waypoint is where the portal appears.

3)Make certain there is a custom portal placeable in your pallette with the tag: "BH_TAS_Exitportal" and that its blueprint resref is: "bh_tas_exitport".
It should be there if everything exported properly. It should have the script titled: "bh_tas_portal1" in its onused handler.

My best guess at present is that the waypoint for the portal is misplaced.

Hope this helps. Let me know please.

Before I forget: Allow me to thank all the guys at the Bioware scripting forum. I don't recall if I actually posted anything on this particular scripting exercise, but even if I didn't I recognize many aspects of the scripts I used here as being taught to me by the many gifted scripters on the forum.

Posted by Blasco-Yang at 2006-07-17 17:51:19    
Laughing;
Correct me if I am wrong, but from what I understand according to your post is that everything appears to work properly until it gets to the point to where the portal is supposed to appear?

In reference to that (if that is correct)
1) the portal should be appearing in front of the main console in the center of the stone circle directly in front of the main console.

2) The portal only remains for twenty seconds then shuts down and the whole recharging of the power to the main console needs to be done again to get it to appear again.

3) It takes a few seconds for the portal to appear..... the portal's appearance is delayed while the small rods around the main console push up from the floor. So be patient for it.
(I considered removing those rods at one point so that the portal would not suffer that long of a delay, but I liked the effect so left it in).

4)As far as moving the placeables, I should not think that this would effect it any way. As long as the placeables are there in the area it should be working properly.

5)This is my first submission and so I have to confess some inexperience with the whole posting of areas and scripts like this. Therefore it is possible that I've missed something. I was going on the impression that an exported area from one's module would include all scripts, custom placeables etc; I'm wondering if the portal is a custom one I made (It has been a while since I last looked at this)

I will take a long hard look at the area, scripts, and placeables tonight and repost with a possible solution for you.

Thank you both for your votes and comments.




Posted by the-shadowlord at 2006-07-15 13:48:46    Voted 8.00 on 07/15/06
Pretty good, pretty good. In fact it's so good I'm going to use it in a module I'm making. Unfortunately I don't need it, so I'm going to have to change my story... again.

Posted by TheLaughingOne at 2006-07-14 18:51:58    Voted 8.75 on 07/14/06
K... after trying it out in-game, I'm having some issues.

What EXACTLY is "supposed-to" happen after the nodules are fully charged? ie - blue, yellow, green, red are charged and you've activated the main control. I get a message stating the portal's active for 20 seconds - or something along that order. BUT... no portal or tp'ing going on. I'm wondering what's supposed to happen.

Perhaps I've messed something up by "adjusting" the locations of the placeables.!? I simply aligned the x,y coordinates...

Some help here, perhaps?

PS - >Blasco-Yang -> I'll likely adjust my vote a lil' higher; assuming the awesome activation script works. Nice scripting btw!
_________________________
"From down here we can make the whole wall collapse."

"Uh... yeah, boss. But how do WE get out?"

- Goblin Digging Team

Posted by TheLaughingOne at 2006-07-14 18:02:56    Voted 8.75 on 07/14/06
Pretty nice work...

I liked the concept and set-up. I did, however, have to manually line up ALL the placeables. Perfectionist habit of mine, I suppose :D

Let's see some more!

And thanks for the submission!
_________________________
"From down here we can make the whole wall collapse."

"Uh... yeah, boss. But how do WE get out?"

- Goblin Digging Team

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