Vuldrick Garrison's Persistent Start Location and Racial Type Start Point System. Last Build: 12/01/04 This very flexible system will allow a module designer to incorporate the use of Bioware Databases in order to maintain persistent start locations for their PCs. This way, the PC always starts off where they left off in the game. This is particularly useful for Persistent Worlds. As an extra, I have included a simple system that allows PCs to spawn to waypoints . . . designated by racial type. This allows the module designer to make multiple spawn in zones for the various player races (homelands). There are more elegant ways to do this, but I went for ease of function here.
Well done. _________________________ Lan's Placeable Groups v1.5
Posted by Lanessar at on02/13/06
I attempted to but to no avail. I still use the script though. _________________________ Lan's Placeable Groups v1.5
Posted by Vuldrick at on08/06/06
If you actually get the NDBE version working from your converstion . . . perhaps you should post it for others :) _________________________ Vuldrick Garrison
Posted by Lanessar at on02/13/06
You're a great scripter. This was one function which taught me never to listen to "experts" who said "it cannot be done". I converted this over for use in NDBE (from Knat) and it seems to work well (I have not tried between server resets, but will shortly). I'll vote as soon as I give it the multiplayer acid test next week. _________________________ Lan's Placeable Groups v1.5
Posted by Vuldrick at on08/06/06
Please give me some feedback/votes folks. Nothing is quite as discouraging as seeing a lot of downloads and no comments. It tells people we are either perfect or we suck as scripters. _________________________ Vuldrick Garrison
Posted by Mauve at on10/24/05
This is exactly what i was looking for, for my module :) Good script
Posted by Vuldrick at on08/06/06
I do it by making the item activation script not fire in areas of specific tags. It is done in the onitemactivation script. As far as not saving in a rest cycle, just exclude the script changes in the onplayerrest module event. I can probably make some sample scripts for you . . . but it will be a couple days most likely. Very busy for now in real life . . . sorry for any delay. _________________________ Vuldrick Garrison
Posted by Avatar at on06/18/05
Hey there me again... can you send me the scripts required to make the variables and such for the module start area so that a player cannot save and it will not save when resting plz. Im not sure if I just suck at scripting, but I just cant get it to work on my own. My email is avatar_eros@hotmail.com. Thanks for noticing me hehe.
Posted by Vuldrick at on08/06/06
Sorry it took so long to reply, but I have been very busy. First off, thank you for actually voting . . . of the nearly three hundred people who have downloaded my code you are the only one that has taken time to vote :) At least I know all those people tried it and or use it and that is good enough. Now to your questions . . . I am not sure how the stone of recall works but if it is an item that uses an onactivate function then it should be no issue. Really about anything should work with my system since mine only saves locations and jumps you where you last saved via triggers or portal or whatever. But again I dont know the code for the stone of recall. Give me a link and I will try to look at it and maybe even just fix it up for you. So far as keeping a player from porting via a trigger by accident . . . maybe you should consider using a portal instead for the portaling. In my PW the PCs get jumped in a convo with an NPC and I don't use the trigger. There is a placeable object in my erf that is a portal . . . might do you better. _________________________ Vuldrick Garrison
Posted by Avatar at 2005-06-1904:03:32
I voted by the way! I just can't get my post to show for some reason. Lol