This is a compilation of the old system into a single score. There were 10 that made this score of 8.79 then rounded to 9.
Posted by MookSTOMPER ( ..xxx.xxx ) at 2004-01-31 14:02:00
This script is GREAT!!!
Very straightforward, plug it into your onHeartbeat and you're good to go!
AWESOME!!!
Posted by David C. ( ..xxx.xxx ) at 2003-09-03 09:30:00
Hello guys, sorry I haven't been keeping up with the boards. The Guards are only angry was long as time you set in the ANGER_DUR. If you want more functionality from the guards I advise you check my anti-theft script which deals with opening locks, bashing, and pickpocketing.
BTW make sure you recompile all your scripts when you edit the constants, so they can take effect.
I shouldn't be hard to add the extra code to search for stolen items.
Posted by NineFires ( ..xxx.xxx ) at 2003-08-13 00:50:00
Could this be set up to also detect for objects in the PC's inventory? Like stolen objects?
Posted by n00b ( ..xxx.xxx ) at 2003-08-01 05:45:00
Sweet!
Posted by Sickman ( ..xxx.xxx ) at 2003-07-04 19:27:00
If this does like it says, it's JUST what I have been needing for my mp module. Thanks man.
Posted by cyberglum ( ..xxx.xxx ) at 2003-06-12 05:57:00
cheers for the response eric. I'd tried that one already, reduced it to 60.00.
I'll play test it a little more, but it didn't seem to eliminate the problem. As far as I can tell the duration doen't really matter once the hostility has been activated.Any one of the same faction continues to be hostile.
I like the idea of a fine 'though. Was going to impliment it so that if you're killed by a City Guard you actually re-spawn in the city jail (they didn't really kill you, just knocked you out and put you in the clink). To get out you'd have to play a fine.
Just have to work out how you script it now... :)
Posted by eric ( ..xxx.xxx ) at 2003-06-09 23:26:00
cyberglum, i think you can edit the 120.00 on this line, to a shorter duration.
" float ANGER_DUR = 120.0; //Length of time (sec) that will remain angry at the pc "
is there any way to script it so that instead of attacking the PC, the guard starts up a conversation, like in the "rusty constabulary" script/module? i'm a newbie scripter and am looking to give the player the option to pay a fine, go to jail, or try to escape...
Posted by cyberglum ( ..xxx.xxx ) at 2003-06-06 05:42:00
Great work david, very useful script for my Crosswater city Mod.
One question...
Lets say the PC has made a guard hostile by not putting away their weapon. If the PC leaves the current area and trans. into another one any Guards there still activate as Hostile towards the PC. Should the script at some point clear the Hostility towards the PC? If not, once the PC has P***ed-of the City Guard once they'll always attack him from that point onwards, even after PC death and re-spawn, which seems a little unfortunate.
I know this scripting lark is a head ache, but ironing out this would make the script perfect!
cyberglum - Watch for Crosswater soon!
Unless I'm missing something with the script
Posted by David ( ..xxx.xxx ) at 2003-05-06 08:52:00
Well no it doesn't work for the henchmen, but it can be easily done. The only problem is in normal NWN you can't tell your henchmen to disarm. You use the GetHenchman function and follow the same steps as if it were for the pc. Or you can change the GetNearestCreature and use different parameters for other npcs.
Posted by zCyberSaint ( ..xxx.xxx ) at 2003-04-16 13:26:00
OK OK OK I got it to work now .. only question is is it supposed to work also for NPCs? I mean the guards will ask me to put my weapon away and yet they will tottaly ignore my henchmen who have their weapons drawn? Anyway to make the guards tell everyone including other NPCs??
I mean some does actually read these postings :)
Posted by zCyberSaint ( ..xxx.xxx ) at 2003-04-15 19:24:00
Hi,
Sounds like a grrrreat script but ... where does it go exactly? I have imported it into my module and wondering where it would go script wise? hearbeat?
I am new to NWN and any help is greatly appreciated!
Posted by Tony ( ..xxx.xxx ) at 2003-04-03 06:02:00
Great Job ! Based on your script, do you know how to not allow PC having their summon animals/liche & co out... I'v Tried to modify a bit your script but without success.
Thanks
Posted by Dissident ( ..xxx.xxx ) at 2003-03-14 21:19:00
Works great with the NwnSpawn System. I have it on guards
everywhere, along with speak random one-line text. Gives
guards a new feel of realism, great for promoteing RP in my
PW. Thanks for the great script!
Posted by David Corrales ( ..xxx.xxx ) at 2002-10-16 13:24:00
Sorry, apparently I used a special charater.
Use the name WP_GUARD1, where you replace GUARD1 with the
name of your guard.
Posted by David Corrales ( ..xxx.xxx ) at 2002-10-16 13:22:00
Hello CyMist
When a good way to check if the waypoint is linked to the
guard is to select the guard and see if a line is drawn to
the Waypoint. You can also try making a waypoint, then
right click on it and then select Create Set. Enter
WP_ for the name (ignore the ). It then should link to the your guard.
Posted by CyMiSt ( ..xxx.xxx ) at 2002-10-08 09:11:00
Excellent work.. one thing bugs the life out of me.. first
off im no coder/scripter myself, so this is inno way a
flame of any sort :)
i looked trough the comments stated here by all you folks
here, and it does say how to get the guard to RETURN to his
post.. alas.. my guard wont budge an inch after he comes
running over to punish my players for the insolent whelps
that they are.. hehe
i tried the, Quote: " As for the POST problem. I got
around it by placing a
single waypoint to act as a post for the guard. I set the
guard's tag to "GUARD1" and made a waypoint with a tag
of "WP_GUARD1". After the guard ran to me and I put away
my sword, he proceeded to walked back to his waypoint. "
UnQuote. Alas it wont work.. Am i missing something or am i
just stoopid..(dont answer that.. move along *G*)
any help you guys can give me is welcome..
Posted by David Corrales ( ..xxx.xxx ) at 2002-08-29 10:32:00
Be sure to check out my Anti-Theft Script which allows the
guards and commoners to detect theft.
Posted by David Corrales ( ..xxx.xxx ) at 2002-08-29 10:29:00
There is a few ways you can add more messages.
First way is the make a copy of the script(with different
name) and change the messages. This way you can have
different messages for different guards.
The other way is to add random messages as Chris
suggested. You can do this by adding something like this:
As for the POST problem. I got around it by placing a
single waypoint to act as a post for the guard. I set the
guard's tag to "GUARD1" and made a waypoint with a tag
of "WP_GUARD1". After the guard ran to me and I put away
my sword, he proceeded to walked back to his waypoint.
Posted by Christopher ( ..xxx.xxx ) at 2002-08-28 10:33:00
This script is really great! Script needs rev. for
guards to fall back to their POST waypoint after persuit of
character. They give the three warnings and if the PC
sheaths their weapon the guard stops and just stands their
doing nothing.
Another idea would be to have a couple possible
random, but identical lines so that all the guards in the
area are not singing in a chorus.
Sadly, I am but a user. No scripting talents here. But
I will use this script hence forth!
Thanks!
Posted by The Dungeon Master ( ..xxx.xxx ) at 2002-08-27 20:09:00
Please hurry. I think Im being followed!
Good Script!.
The Dungeon Master
Posted by David Corrales ( ..xxx.xxx ) at 2002-08-22 17:23:00
Glad you guys like it. Right now adding more to the script
to protect against theft.
Posted by batgnome ( ..xxx.xxx ) at 2002-08-21 07:32:00
This is great, I was looking for something like this for my
constable
Posted by BloodKnight ( ..xxx.xxx ) at 2002-08-21 05:20:00
I like this script, going to use it in my future projects
since it wouldn't be 100% useful in a dungeon crawl.
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