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NWN SCRIPTS

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Title  Sunjammer's Default Transition Script
Author  Sunjammer
Submitted / Updated  08-27-2006 / 06-21-2012
Category  Scripting routines
Expansions  NWN-1.61
Format  Code Only
Type  Type - Transitions
Includes  None
Description
Sunjammer's Default Transition Script
21 June 2012
v1.02

A replacement for the default OnAreaTransitionClick door and OnClick area transition trigger event script (nw_g0_transition) to resolve issues with multiple henchmen and nested associates being left behind during intra-area transitions.

Please note that this script requires NWN v1.61 or above.

Getting Started

Simply download the ZIP file, extract the ERF, import it into your module and you're good to go.

Further Information

If you have any questions, suggestions or constructive comments in the please let me know either here, on the BioWare Social Network or via my website.

Files

NameTypeSizeDownloads
nw_g0_transition_102.zipnw_g0_transition_102.zip
Submitted: 08-27-2006 / Last Updated: 06-21-2012
zip1.72Kb352
Sunjammer's Default Transition Script v1.02
SCORE OUT OF 10
9.71
8 votes
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Comments (15):

Posted by BelowTheBelt at 2012-07-20 09:34:14    Voted 10.00 on 07/20/12
Sunjammer - how timely! Believe it or not, the issue of the TMI issue with dominated animals is exactly what I'm searching for. Many thanks!

Posted by Sunjammer at 2012-06-21 14:11:04    
I have updated the script to fix an issue where the script would TMI if one of your associates was dominated. It appears from testing that GetAssociate ignores the nTh parameter when nAssociateType is ASSOCIATE_TYPE_DOMINATED. Thanks to Sir_Elric alerting me to this issue.
_________________________
Sunjammer
Code Monkey

Posted by Sharona Curves at 2007-08-03 18:48:43    Voted 10.00 on 08/03/07
that NPC function works perfectly. especially for multiplayer where you only need the transitioning PCs party members.

which is what i wanted. no other PCs or NPCs of my party members should transition with me when i click on the area transition. it should be up to them and their masters whether they want to follow me.

highly recommended.

Posted by OnyxEye at 2007-05-31 11:12:58    Voted 9.50 on 05/31/07
This works very well. And is a much needed thing for those of us who like to build multiple storied interiors all in the same area.

One question for you folks, though. And I think this would be a welcomed addition to this script. Anyone know how to make NPCs and PCs who are "arrested" using the ForceFollow command continue to follow through regular area transitions and door transitions? This could come in handy and I have no idea how to do it. :)


_________________________
OnyxEye - Lead Admin
The Realms of Ghamede
Link

Posted by Sir_Elric at 2007-02-26 23:31:02    Voted 10.00 on 02/26/07
Does exactly what is says and is easy to install.
_________________________
City of Melnibone
ausnwn.dyndns.org:5121

Posted by RaglinMason at 2006-10-24 08:56:04    Voted 9.50 on 10/24/06
Found this really helpful. Well thought out.

Posted by Darkvalley at 2006-09-25 14:32:11    Voted 10.00 on 09/25/06
Wow..thats great!! I'm very happy thanks a lot and surely vote for this absolutly usefull sript :-)(with now..the right facing^^)
greetings from Germany
Darky

Posted by Sunjammer at 2006-09-25 13:32:47    
@Darkvalley:

It's not supposed to however after a quick test it appears JumpToObject and JumpToLocation handle door transitions differently: the former will position the PCs just past the door and facing away from it as if they had just stepped through from the other side whereas the latter will assign the door's location and facing to the PC. As the original version of the replacement script used JumpToLocation we lost this (undocumented) feature of JumpToObject. I'll have to see if there are any other differences between the two ...

Anyway I've updated my scripts to use JumpToObject so your PCs can exit doors correctly once again.

Thanks.
_________________________
Sunjammer
Code Monkey

Posted by Darkvalley at 2006-09-24 11:29:58    Voted 10.00 on 09/25/06
A little question: Does your script change the behaviour of a PC coming out in the destination Area? I have noticed since I changed the standard scripts to yours, that all my PCs coming out facing the door , not regular as they done before.
Greetz Darky

Posted by jabbadahut at 2006-09-04 21:00:48    Voted 9.25 on 09/04/06
A good replacment for the default :)

Posted by Sunjammer at 2006-08-29 16:14:07    
I know that feeling.

*chuckles*

I uploaded my version for two reasons: to handle an unspecified number of henchmen (since the SoU and HotU scripts are restricted to 1 and 2 henchies respectively) and to handle "nested" associates, i.e. the associates of a player's associates (since a wizard henchmen could have summons, etc).

However as almost immediately after uploading this script I realised that I should also include a fixed version of all the placeable transition scripts for NWN, SoU and HotU so I'm working on that right now. Moreover since the HotU secret door placeable blueprint doesn't exist I'm going to include that too.

Given this is turning into a proper transitions script set I think seamless transitions are a logical addition so I'll create a version using my JumpAssociates* functions as a value added feature. Unfortunately while simple to script they will probably require some nice documentation to accompany them.
_________________________
Sunjammer
Code Monkey

Posted by LuckyDay at 2006-08-29 15:28:52    
nm..I jsut found your oAssociate = GetAssociate(nType, OBJECT_SELF, ++nCount); line. So that should pick up multiple henchmen.

This alone makes yours the most up to date Companion Friendly transition script on the Vault as of today.

My kingdom for an "edit comment" feature on the Vault.
_________________________
The Girl in Ill Humor: Entry for the Bioware World Design Contest.

Posted by LuckyDay at 2006-08-29 15:19:39    
Hey SJ

I had written and posted a similar script based on Bio's trap door scripts before DM _Moon showed me the default transition script of Bio's that you used here. DM_Moon wrote a similar one to yours as well.

I must say that your script is much cleaner even than Bio's or ours with the simple iteration through all the Associate Types.

However, now that there are up to 5 Henchmen possible will your script only pick up the first Henchmen it finds with the player? I'm certain that Bio's has that problem.

Also, I tried to explain this to a fellow who modified the transition script for a "seamless" transition: capturing the location and direction the player was facing when he entered.

The player is then moved to the relative position on the arriving transition as he entered it. This prevents the need for as many triggers as there are Tiles on the edges.

I thought of combining the two ideas, talked to him about it but he didn't understand what I meant.

If I made myself clear in this do you have any plans to combine yours with a "seamless transition" script? I think it might be a useful idea.

Thanks for the time
LD
_________________________
The Girl in Ill Humor: Entry for the Bioware World Design Contest.

Posted by coreyh2 at 2006-08-28 19:24:39    Voted 8.50 on 08/28/06
useful.

Posted by Sunjammer at 2006-08-28 12:33:01    
I am currently in the process of expanding this script set to include SoU portals and Sou/HotU secret doors.
_________________________
Sunjammer
Code Monkey

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