This is a complete and highly polished beta version, you should be able to configure your death rules as you want. Please send all bug reports, potential exploits, requests for additional features, and suggestions to [email protected]
We want this to be hands down the best bleeding/death/respawn system out there and we need your input to make that possible. Ahora con traduccion al castellano.
IMPLEMENTATION NOTES - 5 scripts, 5 items, 1 placeable. Only NWN content modified is Raise Dead and Resurrection spells. - It uses DelayCommand events scheduled on the players instead of heartbeats. It only uses CPU cycles when players are bleeding, dying, dead, respawned or entering/leaving the module. This removes the overhead of searching through the player list on the heartbeat.
Read the script box for more information about this script.
Posted by Primeval Atom at 2009-12-03 01:57:09 Voted 10.00 on 12/03/09
I guess the only way to know is to look at the files themselves and see witch one are newer versions.
What I will like to know is if HABD is Patch 1.69 compatible. _________________________ (\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
where is the most recent version of this package its like jumping hoops with the versions of HABD the last one I saw was updated in 2008 but seems to be beta 003
Posted by Samji83 at 2008-05-10 12:46:35 Voted 9.00 on 05/08/08
Seems like a bug:
Once in a while (it seems randomly O_o) some characters lose all their items on login .......this is very frustrating, I've checked all the scripts 1000 times and could not understand where the prob is.
Maybe some of you have gone trhough this?
Thx, and great job guys
Sam
Posted by Samji83 at 2008-05-08 18:15:11 Voted 9.00 on 05/08/08
Hi guys, I find this system awesome but quite a bug report:
Raise Dead Penalty and Resurrection Penalty won't apply if I cast the spell on the body NOT respawned
Penalty applies if the dead PC hits the respawn button and becomes GHOST, penalty applise again if I cast raise dead or resurreciton on the ghost.
But if I player just stays down and a cleric casts spell on him, he will be raised with no penalty at all. Disite wht the configuration says.
Posted by Venture at 2007-11-05 10:13:03 Voted 10.00
I've gone ahead and copied this package over to NWN2, and have been testing it out with my weekly group the past 2 weeks. One problem we have is that every once in a while when a current player joins the server, the player's character joins and instantly starts bleeding in negative hitpoints (even if the character was alive and well previously). Any ideas if this is a glitch with NWN2, or some setting that I set incorrectly?
Thanks for keeping an awesome system going. This one is my favorite, and the one I used with my NWN campaign for almost 3 years. _________________________ NWN Campaigns - the NWN/NWN2 Campaign Database Naeldor Weekly Campaign
Ok, i solved that problem in my own, but i have next one. I mean, i cant disable ghost option and enable jumping dead people to chosen location. Everything what should i do, i did. I reedited HABD_ONPCRESPAWN, HABD_INCLUDE, and configured all i needed, i guess.
The effect is, player after his death is standing just behind his loots bag. He isnt jumpng to chosem location. Ach, and a question. Is it possible to raise player using spells? What shouyld be raised? Bag? Body in it? Body got out from it and lied on the ground?
Well, ive got problems with that script's configuration. I mean, in any way im trying to install through, i can't make a after death's corpse. I enabled that function in habd_include chosing the true value. And...nothing happens :) What should i do with that?
Posted by RaglinMason at 2007-06-08 12:52:48 Voted 9.00 on 10/21/06
@puket (and anyone else with problems with OnClientLeave)
I was over on the bioware forums and commented about the problem with OCL not firing for the last person out of a mod and the Mighty FunkySwerve of HigherGround fame mentioned that it sounded like I was reloading the module when empty -- which I am...
So I haven't had a chance to test this, but I bet he's right. I will be changing this tonight. In any case, this might be the problem you are seeing as well.
Posted by Venture at 2007-05-18 15:43:35 Voted 10.00
Any plans to port this over to NWN2? I started to convert it, and have all the items and placeable set up with the right tags (like the bandages, for example) but due to the animation glitch in NWN2 and my lack of scripting ability, can't get this working right (the other NWN2 bleeding scripts require a workaround to force the PC to stay down when bleeding, otherwise he/she goes down, and then gets up). If anybody wants a crack at it, I can send what I have done. _________________________ NWN Campaigns - the NWN/NWN2 Campaign Database Naeldor Weekly Campaign
Posted by RaglinMason at 2007-03-16 10:47:41 Voted 9.00 on 10/21/06
I find it pretty surprising, but what seems to be happening with the OnClientLeave is that it fires for everyone except the last user to leave the game. If I have one person connect to the server (me testing), it doesn't fire. If there are two or more people, it fires for everyone but the last person to leave. I've tried this both on a dedicated linux server, the dedicated windows server, and just hosting a multiplayer with the same results. This part clearly isn't the fault of HABD, but seems to be a Bioware bug. On the other hand, my other comment regarding whether the shadow vars are being used logically still stands, even if the OnClientLeave does fire for a user.
Posted by puket at 2007-03-09 05:10:58 Voted 10.00 on 06/27/06
I noticed the same problem.......RaglinMason has written with the onclientleave.
Posted by Darkvalley at 2007-03-04 03:19:41 Voted 10.00 on 03/04/07
Great system! The possibilities are awesome.Thanks a lot sharing this with us.
Thanks Intrepid -- this is a very nice set of scripts. It has more features than I need, but it hasn't been too hard to configure it.
Here is my only problem: If I click on the henchman while she is bleeding, she stands up, bows gracefully, and says "Can I help you?" Then she falls back down and continues bleeding.
So, I'm thinking, wow that is one dedicated henchman -- she's still all helpful even though she is bleeding to death! Still, I would like to disable that if possible. I think I remember reading somewhere that it's not possible, but I thought it was worth asking.
Also, I haven't yet figured out how to get the henchman to do a standard NWN-style respawn back to the temple. She just disappears when she dies. I think I can probably figure this one out eventually, so my main question is with the overly helpful bleeders.
I'm using 69meh's hench system, if it matters.
Posted by RaglinMason at 2006-10-30 09:20:51 Voted 9.00 on 10/21/06
Doh! Doesn't like those angle brackets (the rest of my post disappeared)! Anyway, in "english" the code looks like it says "if current hitpoints are less than or equal to zero, use the shadow variable instead ELSE use the shadow variable anyway"!? I think that the ELSE clause in the case of the HABDSetDBOnClientLeave method probably should be Setting the local int rather than getting it, and in the case of HABDSetDBString probably should just be using current hitpoints rather than the shadow variable when writing the DB string out.
It seems to make sense to me anyway, unless there's another method in between somewhere that is guaranteeing the shadow variables are always up to date.
I've seen other posts with code pasted in, how do you do that, do you actually have to do the "ampersand-lt-semicolon" type stuff?
Posted by RaglinMason at 2006-10-30 02:39:18 Voted 9.00 on 10/21/06
Actually I think I may have found it. The following occurs in both the HABDSetDBString function and HABDSetDBOnClientLeave:
int iHP = 0;
if (HABD_MANAGE_HITPOINTS == TRUE)
{
iHP = GetCurrentHitPoints(GetExitingObject());
if (iHP
Posted by IntrepidCW at 2006-10-25 04:22:13 Voted 10.00
Raglin it looks like you have some problem with the ClientExit event.
I didnt tested the item-bindstone, but may work giant.
Posted by RaglinMason at 2006-10-21 14:58:58 Voted 9.00 on 10/21/06
I have found this system to work great for the most part, and couldn't do with out it. That being said, I've had some trouble with players who've been damaged in a playing session and who healed or rested prior to logging out having damage applied when they come back in next time. This is multiplayer on a standalone server with servervault only. I've been wondering if there are problems with the client enter/exit scripts and their firing order, but haven't been able to track it down. Has anyone else seen this?
Posted by giantkin at 2006-10-18 19:24:18 Voted 10.00 on 10/18/06
hi Intrepid! ;)
the Permadeath stuff... i had ya include while ago... under the Hardcore stuff.
Bindstone... i think on mine, i made a STONE, that had the scripts on it, instead of the trigger/thingy u had. not sure if u ever used it.
gk
_________________________ GK
Posted by IntrepidCW at 2006-08-02 07:41:15 Voted 10.00
First, THANKS for everyone who voted and helped with this script to make it reach the Hall of Fame :)
___
cooldaddyo, I think you have done what was needed (you put the bindstone waypoint in the same area where the NPC is, rigth?), i will try to get some spare time and re-test the bind stone by myself.
Posted by Markshire at 2006-07-29 08:27:40 Voted 9.00 on 07/29/06
Posted by cooldaddyo at 2006-07-25 18:28:52 Voted 10.00 on 07/25/06
I have plopped down the bindstone NPC and the waypoint right from the palate. I have a PC talk to him and get the good repsponse that he is bound.
However, upon entering the mod after restart the PC is placed at the module start point and I find this in the serverlog "Location of HABD respawn bindstone stored in DataBase is rigth, but no BlindStone Waypoint was found in the Area. Probably, the area design was changed and any blindstone deleted. The PC will enter without a bindstone, until he founds one."
Thanks for the help in advance.
Posted by cooldaddyo at 2006-07-25 18:22:57 Voted 10.00 on 07/25/06
The documentation regarding death,bleeding,respawn system is immaculate. There is lots of great code in this community but rarely is anything this robust structured with end users in mind like this is.
However, where can I find some more detailed information regarding implementation of the included bindstone system?
Posted by Orca at 2006-07-25 01:00:13 Voted 9.75 on 07/25/06
A must have for all of my campaigns. Thanks.
Posted by IntrepidCW ( 83.46.xxx.xxx ) at 2006-07-13 03:56:45
Keep reporting any bugs and problems you notice, some of them may be fixed.
Posted by Rosietreats at 2006-07-09 09:20:54 Voted 10.00 on 07/09/06
Awesome Work... once again!
Posted by thepaphjort at 2006-07-08 07:04:06 Voted 10.00 on 07/08/06
Excellent set of scripts! _________________________ Tales of Ardara: Link
Posted by IntrepidCW at 2006-07-05 11:58:17 Voted 10.00
Well this last 1.32 small update just adds the fixes for the problems detected by Kolnstar.
If you were using 1.3, you dont need to override your include file (and configs), only the respawn script is changed.
Posted by Dantreige at 2006-07-02 07:47:03 Voted 9.50 on 07/02/06
Can't get much better then this.
Posted by puket at 2006-06-27 13:11:41 Voted 10.00 on 06/27/06
This work is done with brain...:)
Congrats!
Posted by puket at 2006-06-27 13:08:29 Voted 10.00 on 06/27/06