After seeing many area scripts that don't either clean everything or not enough I figured I would share mine. It will clean any items (dropped or disarmed) and encounter creatures (standard or from Knat's PWFSE). You can choose whether to have placeable inventories cleaned which is useful for modules that have crafting placeables where lazy players leave a lot of items in them. The area will only clean if the area is void of PCs. You can set the delay time, default is 5 minutes. This will NOT destroy creatures placed manually like merchants.
Posted by Daijin at 2011-08-28 21:28:48 Voted 10.00 on 08/28/11
Could have sworn I voted before >_< Thanks for sharing this!!! _________________________ Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....
Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong.
While working on a PW I am involved with we found many loot bags seemed to remain around after creature death. All of these had the name "remains" when highlighted. That is the reason for it being specifically called out.
I'm glad you found the caltrops script useful. It should show up as a new file on the vault this week.
Posted by Foo ( 68.112.xxx.xxx ) at 2005-04-25 16:23:00
Yes, as it turns out it the problem was not related to the cleaner. I am glad I contacted you though because ironicly you had already run across this problem in the past and posted a caltrops fix.
While Im here, let me ask a question.
Your cleaner looks for 'remains' objects. If I use the standard bioware leaves lootable corpse (the check box in the creature properties) I think the object is called 'BodyBag'
I am guessing that this cleaner is cleaning the inventory of the bodybag and thus causing the standard bioware code to decay the corpse object normally. Is this assumption wrong or right?
IF I were to change the line to from 'remains' to 'BodyBag', how would this change things? Would this leave an invisable object in the game somewhere? Would it destroy the corpse object leaving 'remains' on the ground and then cycle through the 'remains' and clean them?
Odd question, I know. Im just trying to figure out if there may be an optimal way get the job done and perhaps lighten the load on resources.
For everyone else I will be rereleasing a modified caltrops script that has the caltrops disappear after a specified time or when the damage limit is met, whichever comes first.
I will try to post a link here when it is available.
Cheerswww.thefold.org
Posted by Foo ( 68.112.xxx.xxx ) at 2005-04-24 19:04:00
I have run into a snag with this cleaner. It doesnt clean caltrops properly.
After cleaning the caltrops a visual effect (dust plume) appears where the caltrops were and it leaves a sound object related to the caltrops in the enviornment.
I will be releasing a random magic loot generator in a few days.www.thefold.org
Posted by Silverti at 2004-10-10 15:38:58 Voted 10.00 on 10/10/04
works great, Im using it on Adventure Island now. Very efficent. The chest cleaning is very useful for those of us that spawn things in them _________________________ Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2
Posted by Silverti at 2004-10-10 15:37:00 Voted 10.00 on 10/10/04
Im using this on Adventure Island right now, its good code! _________________________ Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2