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NWN SCRIPTS

- Jump to comments -
Title  Useable Windows
Author  bloodsong
Submitted / Updated  06-11-2006 / 11-22-2006
Category  Placeable Item
Expansions  HOTU-1.67
Format  Module and Code
Type  Type - Placeables
Includes  Custom
Description
Click on a window and see out! (or see in!)

With all these new windowed interior tilesets, and especially with all the lovely placeable windows... NOW you can finally see through them! All in real time, thanks to the miracle of John Bye's Gestalt CutScene modules (which he graciously modified to suit the windows, wow!)

Paint in the custom first floor or upper floor window (you can adjust the height of the window with a local variable, to make tower views or crystal balls -- it's not JUST for windows!), give it a unique tag, then create a matching destination waypoint. Then just use the window to look out.

First floor destinations can be painted close to walls, but upper storey destinations will have to be further out (about 2/3 of a grid square). See the demo module for examples.

Files

NameTypeSizeDownloads
UseWindows.rarUseWindows.rar
Submitted: 06-11-2006 / Last Updated: 06-11-2006
rar55.9Kb518
Two window placeables, two scripts (usewindow and in_g_cutscene2). See the Demo Module for sample waypoint placment.
SCORE OUT OF 10
10
6 votes
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SCREENS

000, a peeping tom!? oh dear, all those rigorous script tests must have driven him to it!





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Comments (23):

Posted by Henesua at 2012-08-25 13:10:59    Voted 10.00 on 08/25/12
nice work
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Posted by crazedmages at 2008-06-09 10:07:58    Voted 9.50 on 06/09/08
I dig.
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Posted by NineCoronas at 2007-08-10 03:16:34    Voted 10.00 on 08/10/07
This is pretty unique.
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Posted by Skipper Warlock at 2007-02-19 15:40:07    
One slight problem I noticed is when you look out a window on the second floor, its as if you are rotating around the waypoint instead of you being the axis. Just a minor thing, great system.

Posted by RoadWyrm at 2006-06-22 10:32:01    Voted 10.00 on 06/11/06
Possible uses for this script:
1) port holes in boats
2) cracks in walls with secret messages
3) keyholes
4) aqurium at a sushi bar
5) spell "find player"**
6) spell "view area"**
** I believe this is simmular to the scrying crystal ball idea, correct me if I am wrong.

Posted by bloodsong at 2006-06-22 07:02:09    
i'll look into doing the fadetoblack update, and the pc clone stand-in. might also toy with combining it with the break/climb/fall things, but... for now, my brain needs a vacation, so it might be a couple weeks.
meanwhile, feel free to tinker with it ;)

Posted by +scarface+ at 2006-06-18 10:47:31    Voted 10.00 on 06/11/06
No I meant something totally different.
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Posted by RoadWyrm at 2006-06-16 12:30:15    Voted 10.00 on 06/11/06
Quot by Scarface "A scrying crystal ball is a great idea, I may have to make something like that for our PW, if you wanna do it I would rather download it than have to script it myself."

Thats already in this script, isnt it? Like the ball on the table or did you mean something else?

Haha BloodSong, thanx...if nothing else I do like to go through the scripts here allot and see whats been done already...thats how I found the Demon Cards :P

To compete with the other window scripts perhapes you should try out Scarfaces suggestion and make it so the "viewer" doesnt appear to just dissipear.
Also I still havent checked it out but the concept of "breaking through" the window sounded interesting...or falling out the second story window...HAR!
The first thing I thought of when I tested this out was "That would be cool if I could sniper deer with a crossbow from here".


Posted by +scarface+ at 2006-06-14 07:47:07    Voted 10.00 on 06/11/06
A scrying crystal ball is a great idea, I may have to make something like that for our PW, if you wanna do it I would rather download it than have to script it myself.
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NWN1 Submissions:
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Posted by bloodsong at 2006-06-13 06:41:54    
okay, i think i need roadwyrm as my secretary... i DID A SEARCH on the vault for this kind of thing, and DIDN'T FIND ANY. because, frankly, i didn't want to have to build it from scratch ;)
in fact, i did swipe the idea from a pw that had a scrying crystal ball. (which is why i thought i might find a prefab of it.) so i can't say it was original. except i did have windows in my pw's tavern, and i always thought they ought to be useable to do SOMEthing. (but i was thinking text descriptions by searching on what was out there, duh.) and i never played sou ;)
ANYway, this is what i did with it, and anyone and everyone is free to use it, modify it, redistribute it, etc.
Enjoy! (somehow forgot to put that in my desc this time...)

Posted by philipmilliorn at 2006-06-12 09:43:18    Voted 10.00 on 06/12/06
Posted by +scarface+ at 2006-06-11 16:13:30 Voted 10.00 on 06/11/06

Dont say you vote a 10, log in and vote a well deserved 10 :)

"no kidding, this is by far the most unique idea in a LONG time. to think nwn didnt utilize this in there game, an how it could of enhanced it. someone give this dude a job at bioware lol"

Posted by ozzy ( 84.46.xxx.xxx ) at 2006-06-12 08:33:23    
only copying from singelplayer in sou.....there is a temple where the script works.....but nice idear to copy it ;)

Posted by elandys at 2006-06-12 04:58:57    
A fine idea! And a good job carrying it out, too!

Thanks for making this, and to John Bye for supporting it. I expect to see this show up in NWN2 too. :D


Posted by JustAnotherReader ( 64.131.xxx.xxx ) at 2006-06-12 01:55:31    
I'm almost 100% positive that a closely similar script was already posted to the vault with a demo module about a year ago. I'm not implying in any way that you took it.

You made much better use of the Gestalt Cutscene system and following scarface's suggestions would make yours preferably superior for a full 10 vote.

Posted by RoadWyrm at 2006-06-11 16:28:09    Voted 10.00 on 06/11/06
Whoops....I ment to vote on my last comment when I said I was going to give it a vote too..lol.

Bloodsong: Yeah I figured as much...a good thing for developers to be aware of if they intend to have unaccessable areas that can be viewed from a window.
I suppose a trigger in those areas could port players out...do cutscene players activate triggers?

Posted by +scarface+ at 2006-06-11 16:13:30    Voted 10.00 on 06/11/06
Dont say you vote a 10, log in and vote a well deserved 10 :)
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Posted by Anonymous ( 83.152.xxx.xxx ) at 2006-06-11 16:02:12    
excellent works.i hope to see this system in NWN2 for PW.I vote 10

Posted by bloodsong at 2006-06-11 15:59:50    
heyas; good idea, scarface. i have trouble with the timing on it, because it takes different times for different machines to loud various areas.
yes, the player looking out the window disappears. you can do a gestaltclonepc function beforehand (its in the include). and what damage? if you're in a fight, you shouldn't have time to be looking out the window! ;D
aoe spells shouldn't affect the viewer, as they are in cutscene mode and should be invulnerable. i didn't double-check, though. the familiars and other companions are turned invisible and (supposedly) frozen in place, but they teleport with the pc. they're also in cutscene mode and can't 'do' anything.
if you log out while you're on the other side of the window? well, you can't log out, there's no interface controls, but i suppose you could disconnect. reconnecting should turn off all the effects and reset you to normal, but you will be in the last area you were physically in.

Posted by RoadWyrm at 2006-06-11 13:03:34    Voted 10.00 on 06/11/06
I like the idea of having a "stand in" copy of yourself but Ill give it a 10 just because its one of the coolest scripts Iv seen in awial.
I havent tested it in multi yet but I did scan through the script and it looks like you prevented famialers and party members from being able to teleport or follow you, thats true right?
Another cool use for this would be to have a crack in a wall where a player may see clues to open something or peeking through keyholes.

Would AoE spells effect someone viewing?
If a player logged out while "viewing" would they return to the game on the other side?

Posted by +scarface+ at 2006-06-11 12:56:03    Voted 10.00 on 06/11/06
It jumps the player to the outside of the window where the camera needs to look but sets the player to Cutscene Invisible (i.e. cant be seen even with true seeing).

So basically, players would see the player disapear for a few seconds then re-appear which isnt much of a problem for me, although I am wondering, for some people who want more of an authentic feel in multiplayer, prehaps CopyObject on the player just as he jumps to the window location, and then destroy the copy when he jumps back.

Probably not even worth the bother but a suggestion none the less.
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NWN1 Submissions:
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NWN2 Submissions:
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Posted by RoadWyrm at 2006-06-11 12:44:32    Voted 10.00 on 06/11/06
This is great!

Im not able to test it in multiplay right now and was wondering what another player would see when a player was looking out the window...does the player "hide in the window" or does a duplicate stand in for you and take damage if any?

Great idea Scarface, I tried that out and it has a better feel to it.

Posted by +scarface+ at 2006-06-11 12:22:29    Voted 10.00 on 06/11/06
Great stuff, defo a 10
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NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
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Posted by +scarface+ at 2006-06-11 12:22:10    Voted 10.00 on 06/11/06
I love this, one thing I added though if you dont mind, when you look through a window, you jump to the outside window location of course, but when you first load up the area, the camera angle is at an above view which is rather strange looking considering you are supposed to be looking directly out of the window, so I added FadeTo/From black here and it removes that annoying birds eye camera view. Here is my addition for anyone who feels the same way.

"usewindow"

//--first, inviso and jump the pc.
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionJumpToLocation(lView));

// Scarface's Addition
FadeToBlack(oPC, FADE_SPEED_FASTEST);
DelayCommand(2.0, FadeFromBlack(oPC, FADE_SPEED_FASTEST));

//--start the cutscene, store the pc's original camera
GestaltStartCutscene(oPC,"window",FALSE,FALSE,FALSE,FALSE, 1);

Regards
Scarface
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NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

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