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NWN SCRIPTS

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Title  Rest Campfire v2.0
Author  Gilgon Avalrock
Submitted / Updated  11-21-2002 / 11-22-2006
Category  Placeable Item
Expansions  Works on all versions
Format  Module and Code
Type  Type - Other (Subtype - Other)
Includes  None
Description
Import this .erf and you will get a custom placeable campfire with a conversation for lighting, etc. An unlit campfire can be broken down and carried with the player. If you use the onplayerrest script in your module's OnPlayerRest event, you won't be able to rest unless near one of the lit campfires, and invisible Rest Area object, or an area you specify in the script. If a campsite is required, and your character has a kit, all he has to do is click on Rest and he will set up the campsite. Lit fires will burn out after a certain time has passed OR you complete a rest cycle near them. This means you will need more kits to take with you. You can have a store that sells them, but I've also included Dead Tree and Wood Pile placeables. If you bash a Dead Tree, it creates a Wood Pile. If you click on a Wood Pile, it gives you two Campsite Kits. Includes a sample module with a demo of all functionality, as well as past versions in a sub-folder.

Files

NameTypeSizeDownloads
RestCampfire2.zipRestCampfire2.zip
Submitted: 11-21-2002 / Last Updated: 12-18-2002
zip46.27Kb2439
--
SCORE OUT OF 10
9.67
3 votes
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Comments (30):

1 2 3

Posted by mynzai at 2003-09-1006:01:00    
Hi, Love the system but it turns out I can't use it on account of the conversation lagging for up to 5 seconds or more before showing up completely. I stubbed out the recompute calls as suggested below, but no effect. Oddly enough, if I put a campsite down in the toolset and click on it, the conversatin comes up quite readily, but if I place one down from trying to rest, it then laggs horribly to the point of being unusable. I've tried it with various area sizes in my mod (which itself is 66MB). I rebuilt a new conversation little by little, and it works fine until I finally add all the campfire scripts, so something is hosing it up. Any ideas yet? m

Posted by Giglon at 2003-02-0713:39:00    
Feel free to send me a message on the nwn.bioware site. My name there is Gilgon Avalrock as well.

Posted by spider661 at 2003-02-0608:44:00    
Gilgon can you give me your eamil or send me a email i got a question for you about this script and geting a encounter on rest to work with it but your email is anonumus

Posted by Gilgon at 2003-02-0122:52:00    
My guess is it's the RecomputeStaticLighting call. Whenever you light or douse the campfire, the script will try to make the light from the fire affect the environment. To do this, the game makes lighting calculations for every tile in the area. If you have some really large areas, this calculation can cause a brief lag. If it bothers you, you could take the call out of the scripts, but it will no longer light the environment. Perhaps a better alternative would be to make your areas smaller. Many people feel smaller areas are better, because you have shorter loading times.

Posted by zaphod at 2003-02-0110:34:00    
hey love the script.. but the conversation is real laggy in the large areas any ideas on how if fix that? Thanks

Posted by Gilgon at 2003-01-0714:01:00    
=[RoN]= Mysterychicken! - While there is a scripting function to Set the weather, there isn't one to Get the current weather. What you could do is set the weather yourself, and then keep track of it with a local variable, and have that effect if you can rest or not. An easier way is to turn the rain on permenently in an area, and then click that area's "no rest" button (in area properties, I think). This will keep people from resting at all in that area. Sorphales - Thanks for your continued interest. I have been thinking of ways to bypass the NWN resting system altogether, and that way using the sleep animation, and opening up bedrolls, and all that...but I don't have a lot of time at the moment. The quickest way to stop resting early is to cancel rest. You will only be partially healed, and I haven't tested how many spells you get back. As far as changing the time, I know that can be done, and I know it would screw up multiplayer games a bit (unless you could get all players to rest at the same time...? Anyways, thanks for the ideas. I'll get back on this eventually. G

Posted by Sorphales at 2003-01-0215:00:00    
It is great to see that you have updated this script again! One more wish: When I choose to rest I would like to have some different options between which I can choose. For example: How long do you like to rest? 1. Until fully healed (16 hours) 2. 1 hour. (for example only 1/16 of hitpoints/spells gained back) 3. 2 hours. (same here: 2/16) 4. 3 hours. (same here: 3/16) 5. ... 6. Wait for X hours/minutes (Set time to xx.xx) 7. Don´t rest. I plan to have some events/meetings that happens at a special time and would like to use the rest-button to advance the time. Therefore I would like to set the time due resting and would like still have the ability to regain some hit points. I don´t know if this would lead to problems in multiplayer-games, but I plan to use it in a single-player game. I would be glad if you could take a look! Thanks! Sorphales

Posted by =[RoN]= at 2003-01-0106:03:00    
I love these scripts, as a whole! :) Only one thing, can you please add a few script lines so that the campfire can't light up during rainy or snowy weather? I don't know much about scripting, I can only read it and understand most of it, but I think it should be easy. Thanks!

Posted by Gilgon at 2002-12-1909:38:00    
For Inn rooms I suggest using the invisible Rest Area placeable. You can rest near it as often as you like, and there is no dialogue for packing it up, etc. If you really want it to be a torch bracket that you can dialogue to light or extinguish, go ahead and copy the conversation, and just take the "pack it up" option out. Anyways, glad you like it! Sorry, not familiar with the Dreamscape system. If you want, message it to me on the Bioware site. My name's the same. The above email is false.

Posted by MasterM at 2002-12-1907:45:00    
Gilgon, I just have to say, Excellent Work here. This system is probably my all time favorite for resting so far. I changed the packs a little to say that they held food,water, etc, so that the PC's understood that this was making a full camp. I then did away with all my food and ration items scripts, etc. The players truly love this. Making the logs a heavy weight also reduces the number of rest periods and adds the feel of excitment on long forrays into the dark. Another thing I did was take the rest campfire placeable and changed it into a candelabra or torch bracket and put those in specific Inn rooms. The players buy a key and can then rest in that room. No triggers, or extra scripts needed. One problem I did find with the system is that you can pack the standard rest campfire (candelabra in my case) up and it turns into a log in the players inventory. I just need to stop this from happening and things are set. I think once a placeable is set it can't be reused only destoyed (put out). Problably just my preference and no one elses hee hee. One more thing. Is it possible to combine this resting script with the Dreamscape resting script. That is the next step I need to take for the perfect resting system. wOW SORRY for the long post. Keep up the great work. Voted 10 Sincerly, MasterM

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