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NWN SCRIPTS

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Title  PC capture and PC follow across Transitions
Author  Ima Dufus (Modified by Balac)
Submitted / Updated  03-07-2004 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
This script was created because the NWN Toolset function ActionForceFollowObject does not allow following NPC's through transitions and since it is no simple matter to do so it is packaged up here for designers use. It allows a guard to capture a PC and take him to his captain; or you can change the guard to a monster and the captain to leader. It is all rather self descriptive. There is a demo mod included as well as the principle script; and all are well commented. The only real work involves setting up the doors and WP's for the path. Enjoy

Files

NameTypeSizeDownloads
Ima_Dufus_Modified_by_Balac1078668767817PC_Capture.rarIma_Dufus_Modified_by_Balac1078668767817PC_Capture.rar
Submitted: 03-07-2004 / Last Updated: 03-07-2004
rar58.68Kb633
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Comments (8):

Posted by Negalith ( 24.14.xxx.xxx ) at 2005-06-27 16:44:12    
Ima Dufus does fantastic work... a long time fan of his.

Posted by Shimtek at 2004-08-29 03:57:00    
Gah, im having a real lot of trouble finding the right scripts for my module.

I need for three npc's who are in your party but arent controllable henchmen to follow me across transitions and to return to me after attacking the enemy. Closest thing i found was editing the hireling scripts but that doesnt work with jaspers reworked AI and neither does the forcefollow command.

Posted by Xaos at 2004-08-01 02:36:45    Voted 10.00 on 08/01/04

Posted by MyHouse at 2004-03-21 17:48:00    Voted 9.00 on 03/19/04
Thanks, I'll have a look at it. Work had me tied up all weekend. If I have trouble I will e-mail you.

Posted by Balac at 2004-03-21 06:57:00    
One more item I forgot to point out MyHouse.

Make sure you reset the CharacterStatus variable on the PC once you have him behind bars or he will never again be caught. See the demo captain conversation actions taken box of the last conv line---it reinitializes the status varible.

Later my friend and Luck

Posted by Balac at 2004-03-21 06:43:00    
Peace my friend;

If I understand you correctly the guard warns 3 times and then does something like attack or jump the PC to jail. To get him to capture the PC just put this line in place of whatever action the guard was going to do.

ExecuteScript(doleg_cap);

The script doleg_cap was mine as in this demo---you can cut and paste it as any name you want, like jail_time, or guard_catch; whatever. It will then capture the PC and follow the Doors and WP's you have set out accoding to the instructions in doleg.

That's all there is to it. If you have trouble with figuring out where to put that line email me and send your warning code; I will put it in for you and send it back. But it should be easy to find what you want to replace.

Balac [email protected]
UOAcrafter on Islands of the West Sea (PW Story)

Posted by MyHouse at 2004-03-19 18:22:24    Voted 9.00 on 03/19/04
Works near perfect. The conv. explains why the monster still attacks and that was the only flaw I saw!

Posted by MyHouse at 2004-03-19 18:18:00    Voted 9.00 on 03/19/04
Ima! Outstanding. I need some help modifying it. I made a script similar to this. What it does is if the PC has a weapon the guard will warn them to put it away. If they don't it will arrest them. (Not nearly as good as you are, mine Jumps pc to jail.) The only way I could get this to work is to paralyze the PC while in conversation so they can't get away. Well, that sometimes left the PC paralyzed after conversation permanently. Enough of my failures. How can I modify yours to do this?

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