PW helper - persistent world helper scripts. I have included a set of scripts and methodologies to help PW designers get full use of the NESS spawning system and make their worlds more persistent. Including: automatic placed creature/object to NESS waypoint conversion; True PW traps (scripts & methodologies for putting real disarmable, one-shot traps in a PW); smashable & trapped doors for PWs; area error checking (& auto 'plotting' of non-spawning objects); anti-cheat code (for login/logout cheat); and area reset scripts (clean & reset a set of areas x minutes after last PC leaves). I have included a sample module that test all the features. NOTE: This requires NESS 8.1 !!
Thanks for putting a great set of tools out there for those of us who don't know any better. I am having one issue where you may be able to point me in the correct direction, however. I'm trying to use a script that I have used in other modules to randomly spawn some encounters. Basically the script is placed in the OnEnter of a trigger and returns a random value for which creature (1-20) to place at which waypoint (1-4). The waypoints are tagged wp_randomx. From viewing the logs the waypoints are being created properly, so it seems like there is an issue placing the info at the waypoint. I tried putting a script into the trigger that displays text showing the trigger fired and that the waypoint is receiving information. The trigger is diplaying the text, but the waypoint is not. Unfortunately, I can use this script in any mod I've tried except those using PW Helper. I thank you in advance for any help or insight that you can give me.
Posted by IronCrown at 2005-03-0809:13:00
Problem solved. I had two versions of the area enter script and forgot to update one of them with the new code. By the way, any luck with the persistant location code? Doesn't work in my mod.
Posted by IronCrown at 2005-03-0806:50:00
I've been using PW Helper since it was first posted. Recently I updated to 1.8 and then 1.9 The problem now is areas containing NESS spawns don't reset. Other areas will reset fine, as long as they dont contain a NESS spawn. Im using standard NESS spawns with the NESS code in the name of the waypoint and the resref in the tag field. I first updated my NESS to the newest version before upgrading the PW Helper. Also, I noticed you changed the name of one of the area files from "user" to "ude". I didnt want to change the file for 500 areas, so I just pasted the new one into the old. Any ideas why the areas containing NESS spawns are not resetting?
Posted by EPOlson at 2005-02-2120:54:00
There are some good "tag based scripting" tutorials out there, but the simplest thing to do is use the bioware onActivate script, x2_mod_def_act, and the other x2_mod_def_* scripts. They all call a script based on the item's TAG. See x2_it_example for an example. Or at least have your OnActivate: ExecuteScript("x2_mod_def_act",GetModule());
Posted by Obbehobbe at 2005-02-2117:12:00
Thanks for your work in helping me! I did run some "try test" debug on my own, actually with your module (and later my own!) First I tried to just kill the Boy and Girl, and it occured that only the boy left a corpse. The second time both left a corpse. (This was when changing the default script) It appears I must reload the module some times before the system realize the change! It doesn't even help with a Full Rebuild! I'am using Jasperres AI aswell, along with NESS and SiliconStouts treasure system. Firstly I was sure it was the treasure system (that goes OnSpawn) that causes the error... but when removing all relating variables and script, and the error still occured... It was not! So... it works now! I don't know how and why... but It do works! When I tried to solved the problem I tried several variations (Change the default script/change the premade variable on the waypoint/Change the variable ON the creature itself), so It seems that the system never had a chance to "work it out properly"...!?! Stupid stuff.. maybe my NWN playing tricks with me... ...and about the ST (sit)... my placeable chairs tag was "Chair" and not "Seat".. thats why! *blink* =) I have some questions thou... I'am a good scripter... but I CAN'T get the stupid fish to work in the TAG based way (activating tagbased act_items!) I cheated to get it to work (adding it to the item related "OnActivateItem" script on the Module load) And I do feel like a retard because you pointed out in the PDF that "if you don't know what it means you have alot of reading to do" =) I have more or less copied your script from the PW demo mod, but with no success! Actually It's no big deal because it works now.. but just for fun? What is the trick? And about the DS0... I use DS1 aswell! Just wrote wrong, didn't thought you'll notice! =) Thanks for a good script! I use it to hopefully reduce the lag, AND to prevent the logout/login cheat, and to reset areas (that negates the "clean area" script I never implemented yet)
Posted by EPOlson at 2005-02-2112:36:00
I can't say I've always got the NESS corpses to work. (I handle the corpes myself in the demo module) But, I just tried your example in the demo module (using the default nw_c2_default7 death script, not my own not one that reports the death to NESS). I created 3 spawns and 3 chair spawns. They all appeared and behaved exactly the same. For the chairs, I just placed the chair from my demo mod (with the TAG changed to "Seat" to make NESS happy) elf #1: placed waypoint with name = SP_DS0_SF_CD120T0R7_ST elf #2: placed elf with NESS=SP_DS0_SF_CD120T0R7_ST elf #3: placed elf with NESS=*_CD120T0R7_ST (with default=DS0_SF) The two placed elves were replaced with NESS waypoints with NESS=SP_DS0_SF_CD120T0R7_ST (SP2_DS0_SF_CD120T0R7_ST for #3). All three elves spawned, sat down, and turned into corpse+body bag eventually faded away. If you set the module int variable DEBUG = 2, you can see what waypoints the creatures get turned into. (or use the debug item's "info" option) I normally use DS1 because multiple creature spawns do not work in a PW like manner (you have to kill all of them or they respawn) But then, the coprses don't seem to ever fade out using your CD120T0R7 flag. ?
Posted by Obbehobbe at 2005-02-1913:19:00
Is there any problem with the Corpse decay and corpse flags? On a creature, I put the variable: NESS -> String -> *_CD120T0R7_ST, but the creature doesnt create a corpse on death... (and it doesnt sit either (ST is the "sit)) Then I tried to change the "pw_inc_init_vars" and change the default "DS0_SF" to "DS0_SF_CD120T0R7" but that didn't worked either! It DO work if I put a waypoint (as the old fashioned way) Any suggestion? /Tobbe
Posted by TheClaus at 2005-02-1207:00:00
NM I forgot to rebuild the module. After I did that it worked fine.
Posted by TheClaus at 2005-02-1110:53:00
I am using CEP and DC Tiles v304. Would those cause any problems. I could email you my mod but want to make sure you know that I have those hakpacks installed.
Posted by EPOlson at 2005-02-1108:39:00
From your log I can see that the objects near your transitions are getting "SP1_" NESS flag. Those should spawn right away. In my demo mod, the little boy and girl are spawned so quickly that I've never seen them spawn in.