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NWN SCRIPTS

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Title  shadguy's Extension of Red Golem's Dynamic Building
Author  shadguy
Submitted / Updated  10-30-2003 / 11-22-2006
Category  Scripting routines
Expansions  SOU-1.32
Format  Module and Code
Type  Type - Effects
Includes  BioWare Standard
Description
Ever wish you could automatically place Adam Miller's water placeables with precision? Or place some columns in an exact straight line? Ever wish you could make a semi-random forest quickly without cluttering your area with a ton of trees getting in the way? Then check this out....

I've included scripts, an updated v1.32 water placeable HAK, and a demo mod.

*** Note: I give full credit to the original authors for their scripts and HAKs, since this is a derivitive work. Check them out - I don't explain everything mfx can do, so you're missing out if you don't investigate it yourself and walk through Red Golem's Demo mod. :-)

Red Golem's Material Effects/Dynamic Building

Adam Miller's Placeable Water


Files

NameTypeSizeDownloads
mfxtiledemo.zipmfxtiledemo.zip
Submitted: 10-30-2003 / Last Updated: 10-30-2003
zip143.98Kb567
--
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Comments (7):

Posted by shadguy at 2005-05-17 16:02:36    
FYI, effective immediately, I am no longer going to be supporting this vault submission [or any of my others]. I'm moving on to other things. Thank you for you comments and votes.

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Old_Scores_Transfered at 2004-02-20 10:29:32    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 9.67 then rounded to 10.

Posted by shadguy at 2004-01-21 21:46:00    
Yup. I'll assume you've already looked at the code for the dynamic maze in the (Temple of Winds?) in the SoU OC - that used dynamic placeable walls for a variation on your idea.

There are a few decent "wall" and "fence" placeables on the vault you can check out. My only caveat would be to advise careful consideration of your maze design. Use a relatively small, open area, and don't clutter it with a lot of other stuff. Georg Z has posted a few times that putting a placeable across "tile boundries" can cause problems with the pathfinding AI for monsters as well, so you'd need to experiement to find an effective design a bit if you want monsters to chase PCs through your random maze.

Anyway, food for thought. Thanks for your feedback!

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by shadguy at 2004-01-21 21:45:00    
Yup. I'll assume you've already looked at the code for the dynamic maze in the (Temple of Winds?) in the SoU OC - that used dynamic placeable walls for a variation on your idea.

There are a few decent "wall" and "fence" placeables on the vault you can check out. My only caveat would be to advise careful consideration of your maze design. Use a relatively small, open area, and don't clutter it with a lot of other stuff. Georg Z has posted a few times that putting a placeable across "tile boundries" can cause problems with the pathfinding AI for monsters as well, so you'd need to experiement to find an effective design a bit if you want monsters to chase PCs through your random maze.

Anyway, food for thought. Thanks for your feedback!

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Faust at 2004-01-11 00:10:00    
If we get more tileset placeables we perhaps can be able to randomly create levels, like in D2.

Nice!
Thank you sir!

Posted by shadguy ( ..xxx.xxx ) at 2003-11-01 04:09:00    
Wow - thanks for checking it out!

Posted by Red Golem ( ..xxx.xxx ) at 2003-11-01 03:03:00    
Nice work, Shadeguy! That water placing in the desert tileset, and the Bigby's mfx's were pretty cool.

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