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NWN SCRIPTS

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Title  Area Transitions, Edge and Diagonal Version 1.1
Author  grampye
Submitted / Updated  03-31-2004 / 11-22-2006
Category  Travel
Expansions  SOU-1.61
Format  Module and Code
Type  Type - Transitions
Includes  BioWare Standard
Description
This script supports connecting two areas together along an edge in a way that allows a PC (or any creature for that matter) to move from one area to another just by moving to the edge. A single script is used for all transitions, and no modifications are required to the script in order to use it for different transitions. It supports diagonal transitions, full edge matching, even for areas of different dimensions, and allows you to use a specific load screen for the transition. It uses a single generic script file that can be used unmodified for all transitions of this type in a module. Connections are defined using transition triggers with a simple, intuitive naming convention for the trigger tags. This version allows creatures to enter the trigger area to attack, loot a corpse, or pick up an item without being transferred to the other area.

Files

NameTypeSizeDownloads
On_Enter_Area_Transition_Version_1.1.zipOn_Enter_Area_Transition_Version_1.1.zip
Submitted: 03-31-2004 / Last Updated: 04-13-2004
zip33.32Kb777
--
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Comments (10):

Posted by Dominic Verellen at 2009-09-11 14:26:14    
Do you or someone you know have a script for door transitions that take the pc to x number of locations with a dice roll?

Posted by Alosynth at 2005-05-24 15:29:45    
Great script grampye. Nice and simple to use but does exactly what I need.

In your readme, you mention that you couldn't set the area transition destination of the trigger in the blueprint. The result being that the builder has to enter it in themselves whenever they place it.

I found that if you use a gff editor such as Dragonsongs Alia, you can edit the .utt and set the LinkedTo field to 'waypoint' and the LinkedToFlags to 2 (for the waypoint type).

You can then add the edited .utt field back into the .erf (with the Bioware Hak Pak Editor) and import that blueprint. The triggers then have those fields set up properly on the area transition tab when they are drawn into the area.

Posted by grampye at 2004-04-25 17:14:00    
heilel

Thanks so much for your kind words, and especially for your vote. That makes one.

As to your question, actually, I tried to advise people on how to make the blue trigger area more visable, not less.
However, I believe you can make the it disappear by changing its location to have a high "z" axis value. A value of thirty raised it enough for me that I could no longer see it while not effecting its operation at all.

grampye

Posted by heilel at 2004-04-22 23:49:00    Voted 10.00 on 04/21/04
One question tho.
Sometimes, the area transition, when playing the game is visible.

I would prefer the area transition trigger to never be visible.

IS there some way of ensuring the trigger is never visible?

I.E. Doesn't glow blue when selected..

Posted by heilel at 2004-04-21 11:05:40    Voted 10.00 on 04/21/04
Very neat and nice effect with this script, great work.

Posted by heilel at 2004-04-21 11:04:00    Voted 10.00 on 04/21/04
I just implemented this script in my PW.
Very Very nice, great work there..:)

Posted by grampye at 2004-04-13 21:08:00    
I uploaded (I hope) a new version that includes logic that will only tranfer a entering creature if it is moving to a point, following, doing a random walk, or has no actions in effect. This should take care of the problems UOAbigail pointed out in reference #2. As far as reference #1 goes, I can only suggest making sure your trigger ends don't come too close to impassable terrain.

As far as your issue is concerned (the blue disappearing), I read the subsequent posts and it sounds like they were saying it is a NWN problem and that occurs when you draw a trigger over uneven areas. It may become more obvious when you copy a trigger from one uneven area to another.

Grampye

Posted by grampye at 2004-04-12 04:37:00    
Yes, you can have multiple transitions along an edge. Even though you can only have one "_w" and one "_e" in a pair, you can have more than one pair on an edge - just give each pair a unique prefix.

Posted by Anonymous ( ..xxx.xxx ) at 2004-04-09 08:09:00    
Glad you worked out the "bounce-back". It was driving me nuts. I've had a look at your demo and its seems to fit my needs perfectly. Thanks.

There is, however, one thing I'm not certain about:

Can you have 2 triggers in an area on one edge matching 2 triggers on one edge in another area?

Judging by your naming conventions for triggers: i.e. name_w , there can only be one "west" trigger.

So what about if you had 2 areas called east and west and a lake that ran through both of them. In this case, in travelling from "east" to "west" you could either travel north or south of the lake. Hence 2 seperate triggers, one for the north side of the lake, one for the south side.

I know this is a hypothetical situation but I'm just curious if you can add 2 triggers to one edge. If you can, what do you call them?

Posted by Knat at 2004-04-02 08:05:00    
nice script. works perfectly and i like how you tackled the "send-back" problem.

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