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NWN SCRIPTS

- Jump to comments -
Title  Secret Doors Allows Companions Patch for 1.25 Patch
Author  The Dungeon Master - Ellis Garrett
Submitted / Updated  10-10-2002 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  BioWare Standard
Description
*THIS NOW WORKS IN MULTIPLAYER* This overide script for nw_o2_trapdoor will allow (henchmen, familiars, summoned, dominated, and animal companions) to pass through the secret doors BIOWARE gave us with this patch. At least you dont have to leave that expensive hireling or your cute doggy behind while you go through that brand new secret door. How to use. Just cut and paste into your script editor. Save it as 'nw_o2_trapdoor'. Thats it! Have fun and dont loose your companions! NOTE This will work for ANY modules like the witchwork series or any other that are made with the secret doors from the new 1.25 patch! The Dungeon Master - Ellis Garrett THIS NOW WORKS IN MULTIPLAYER MODE

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Comments (18):

Posted by Seventy at 2005-05-05 20:32:30    
Hi it's me the Noob of Noobs. *lol*
I have cut the scipt and past it into the windows editor, is this the correct programm or do I use a special script editor?
Where shall I put the file into, override?

Posted by Old_Scores_Transfered at 2004-02-20 10:29:16    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 5 that made this score of 9.60 then rounded to 10.

Posted by Tulduil alow ( ..xxx.xxx ) at 2003-06-09 10:02:00    
--->do you have a patch to get to play in multiplayer cus i cant get in it sais invalid cd key

Posted by The Dungeon Master ( ..xxx.xxx ) at 2003-01-15 12:18:00    
Thanks for the Tip... Will add that later

Posted by Eyrdan ( ..xxx.xxx ) at 2002-12-23 21:32:00    

As a note, a PC may have multiple ASSOCIATE_TYPE_DOMINATED,
and this will only make ONE follow. You'd have to go
through a GetNearestCreature loop and check each one.

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-11-20 15:48:00    
NOTE to DM's

If your possessing a NPC with a faction, say common, then
when you pass though the secret door, all common faction
members in the game will move through... so...

Make npc's (your going to possess and move through secret
doors with) with a seperate faction, unique if at all
possile...

or use the jump to function in the dm client...

Tada.

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-11-20 15:45:00    
Both,, Just wanted to post in the thread while a friend
waited for the update..

sorry for the confusion..

use the one in the script box above..

Thanks

Posted by Amurayi ( ..xxx.xxx ) at 2002-11-20 06:07:00    
Geee, you wrote oct the 10th in every script.. now which
is the latest fixed one?

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-16 17:42:00    
Everyone, I recommend sleep. And BIOWARE has take that
away from me. Should be called NeverSleep Nights..

Simple typo to my last post.. I know there long but it
takes two days for the web sight to update..

//:://////////////////////////////////////////////
//::// Modified By:Ellis Garrett
//::// Modified On: Oct 10 2002
//::// Modification: Added henchmen and companions
//::// can follow through hiddendoor
//:://////////////////////////////////////////////

void main()
{
object oPC = GetLastUsedBy();
string sDest = GetLocalString(
OBJECT_SELF, "Destination" );
object oDest = GetObjectByTag(sDest);
location lDest = GetLocation(oDest);
object oAnimal = GetAssociate
(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
int iAnimal = GetIsObjectValid(oAnimal);
object oDominated = GetAssociate
(ASSOCIATE_TYPE_DOMINATED, oPC);
int iDominated = GetIsObjectValid(oDominated);
object oFamiliar = GetAssociate
(ASSOCIATE_TYPE_FAMILIAR, oPC);
int iFamiliar = GetIsObjectValid(oFamiliar);
object oHenchman = GetAssociate
(ASSOCIATE_TYPE_HENCHMAN, oPC);
int iHenchman = GetIsObjectValid(oHenchman);
object oSummoned = GetAssociate
(ASSOCIATE_TYPE_SUMMONED, oPC);
int iSummoned = GetIsObjectValid(oSummoned);

if (!GetLocked(OBJECT_SELF))
{
if (GetIsOpen(OBJECT_SELF))
{
AssignCommand(oPC, JumpToLocation(lDest));
if (iAnimal == TRUE)
{
AssignCommand( oAnimal, JumpToLocation
(lDest));
}
if (iDominated == TRUE)
{
AssignCommand( oDominated, JumpToLocation
(lDest));
}
if (iFamiliar == TRUE)
{
AssignCommand( oFamiliar, JumpToLocation
(lDest));
}
if (iHenchman == TRUE)
{
AssignCommand( oHenchman, JumpToLocation
(lDest));
}
if (iSummoned == TRUE)
{
AssignCommand( oSummoned, JumpToLocation
(lDest));
}

PlayAnimation(ANIMATION_PLACEABLE_CLOSE);
} else
{
PlayAnimation(ANIMATION_PLACEABLE_OPEN);
}
} else
{
// ActionUseSkill
}

}

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-16 02:44:00    
Ok, so, as soon as I posted that last script below.. I
realized it would not make your party follow you, just
their companion!..

But alas It is even beter this time because IT NOW ALLOWS
FOR DOMINATED RANGERS...

//:://////////////////////////////////////////////
//::// Modified By:Ellis Garrett
//::// Modified On: Oct 10 2002
//::// Modification: Added henchmen and companions
//::// can follow through hiddendoor
//:://////////////////////////////////////////////

void main()
{
object oPC = GetLastUsedBy();
string sDest = GetLocalString(
OBJECT_SELF, "Destination" );
object oDest = GetObjectByTag(sDest);
location lDest = GetLocation(oDest);
object oAnimal = GetAssociate
(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
int iAnimal = GetIsObjectValid(oAnimal);
object oDominated = GetAssociate
(ASSOCIATE_TYPE_DOMINATED, oPC);
int iDominated = GetIsObjectValid(oDominated);
object oFamiliar = GetAssociate
(ASSOCIATE_TYPE_FAMILIAR, oPC);
int iFamiliar = GetIsObjectValid(oFamiliar);
object oHenchman = GetAssociate
(ASSOCIATE_TYPE_HENCHMAN, oPC);
int iHenchman = GetIsObjectValid(oHenchman);
object oSummoned = GetAssociate
(ASSOCIATE_TYPE_SUMMONED, oPC);
int iSummoned = GetIsObjectValid(oSummoned);

if (!GetLocked(OBJECT_SELF))
{
if (GetIsOpen(OBJECT_SELF))
{
AssignCommand(oPC, JumpToLocation(lDest));
if (iAnimal == TRUE)
{
AssignCommand( oAnimal, JumpToLocation
(lDest));
}
if (iAnimal == TRUE)
{
AssignCommand( oDominated, JumpToLocation
(lDest));
}
if (iAnimal == TRUE)
{
AssignCommand( oFamiliar, JumpToLocation
(lDest));
}
if (iAnimal == TRUE)
{
AssignCommand( oHenchman, JumpToLocation
(lDest));
}
if (iAnimal == TRUE)
{
AssignCommand( oSummoned, JumpToLocation
(lDest));
}

PlayAnimation(ANIMATION_PLACEABLE_CLOSE);
} else
{
PlayAnimation(ANIMATION_PLACEABLE_OPEN);
}
} else
{
// ActionUseSkill
}

}

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-16 02:08:00    
Oh, Girruuth you were so right......

And alas, it is and easy fix. Im uploading it to nwvault
now, but you can cut and paste this to do the exact same
thing. This time you PC buddies dont follow your NPC
doggies throuh.. Thanks very much, I would not have
noticed until I was playing a game. Enoung talk. Here you
all go. Enjoy!

//:://////////////////////////////////////////////
//::// Modified By:Ellis Garrett
//::// Modified On: Oct 10 2002
//::// Modification: Added henchmen and companions
//::// can follow through hiddendoor
//:://////////////////////////////////////////////

void main()
{
object oPC = GetLastUsedBy();
object oAssociate;
string sDest = GetLocalString
(OBJECT_SELF, "Destination" );
object oDest = GetObjectByTag(sDest);
location lDest = GetLocation(oDest);
if (!GetLocked(OBJECT_SELF))
{
if (GetIsOpen(OBJECT_SELF))
{
AssignCommand(oPC, JumpToLocation(lDest));
oAssociate = GetFirstFactionMember( oPC, FALSE );
while ( GetIsObjectValid(oAssociate) )
{
if (GetIsPC(oAssociate) == FALSE)
{
AssignCommand( oAssociate, JumpToLocation
(lDest));
oAssociate = GetNextFactionMember( oPC,
FALSE );
}
}
PlayAnimation(ANIMATION_PLACEABLE_CLOSE);
} else
{
PlayAnimation(ANIMATION_PLACEABLE_OPEN);
}
} else
{
// ActionUseSkill
}

}


The Dungeon Master

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-16 01:54:00    
It works great in Multiplay mode. Your party members are
listed as GetFactionMember. :)

The Dungeon Master

Posted by Girruuth ( ..xxx.xxx ) at 2002-10-16 01:12:00    
I haven't tried it yet, how does it work in MP? It looks
like it will jump all Henchmen, Companions and other PC
party members (whether they want to go or not).

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-11 20:28:00    
Unfortunatly, you have to do this for each module.

Have fun,

The Dungeon Master

Posted by John Ice ( ..xxx.xxx ) at 2002-10-11 19:20:00    
Im having some trouble with this. Can you only save it per
module? Or how do i get it to work with all my mods?

Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-10-11 13:14:00    
Its not a INCLUDE file. It simply replaces the existing
nw_o2_trapdoor script. The old one does not allow for
associates to follow though the secret door.

What you are doing is REPLACING a bioware script.


Sorry for any confusions. Have fun!

The Dungeon Master

Posted by Girruuth ( ..xxx.xxx ) at 2002-10-11 10:46:00    
I don't think it is an include file. Where did you get
that it was an include file?

Posted by CheshireCat^..^ ( ..xxx.xxx ) at 2002-10-11 08:52:00    
Trying not to look stupid here, bit if it's an override of
an include file, then why it has main function?

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