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NWN SCRIPTS

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Title  Diablo Town Portal System (supports multiple towns)
Author  ShardFenix
Submitted / Updated  09-10-2006 / 07-29-2008
Category  Travel
Expansions  Works on all versions
Format  Code Only
Type  Type - Portals
Includes  None
Description
This is a town portal system that will work for multiple towns without any scripting knowledge. It takes about two minutes to setup the first town, and mere seconds for each additional town you want to have TPs in.

The portals work just like in the Diablo series. Anyone can travel between town and the usage location freely, but once the creator of the TP travels BACK to the place he activated them, both of his portals disappear. Very useful for mods with lots of dungeons/explorables.

Just follow the directions in the readme and it will work. If you have trouble, comments, suggestions, etc, email me at [email protected]

(Doesn't need CEP to work, but the town portals use a CEP placeable appearance, so without it, the imported placeables will be invisible. This is easily changeable)

v1.4
Added option to restrict town portal use to allies only. See readme for details.

Added option to increase the number of waypoints to search for. See readme for details.

Made some minor optimizations.

v1.3
Converted to vector based system, so it no longer requires extra, cumbersome placeables. Just drop the waypoints in the area and you're done.

v1.2
The portal names are now color coded so the player name and the destination area can be seen easily.

v1.1
Town portals now display the name of the character that created the portal and the destination of the portal, example:
"Joe Shmoe's town portal to Dragon Cave"

Files

NameTypeSizeDownloads
townportals.rartownportals.rar
Submitted: 09-10-2006 / Last Updated: 07-29-2008
rar5.19Kb390
ERF and readme
SCORE OUT OF 10
10
5 votes
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SCREENS

Two linked portals, displaying the owner's name and the destination area.





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Comments (9):

Posted by Hellghost at 2010-08-20 09:46:52    
I have a problem with getting the system to work. I'm not genious at scripting, but how do i put the OnArea script so that it works.

On that area's OnEnter script, edit whatever script you have there to include the line:
ExecuteScript("townbind",OBJECT_SELF);
This tells the module which town the player was last in.

Please help :) Thanks

Posted by Styxx42 at 2010-07-27 18:29:29    Voted 10.00 on 07/27/10
Great system
Works perfectly.
Thanks

Posted by Rosa Mardis at 2009-12-09 13:15:00    Voted 10.00 on 12/09/09
Very nice! Good work!
_________________________
Girls play video games too!

Posted by Daijin at 2009-07-17 15:54:47    Voted 10.00 on 07/17/09
Thanks for making this :)
_________________________
Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....

Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong.

Nwn The Dunjon Shard:
Link

Posted by Fleshmelter at 2008-01-24 03:41:45    Voted 10.00 on 01/24/08
Best diabloesque town portal script available!
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Posted by Darkvalley at 2006-09-24 09:39:19    
Nice Idea ..I'll give it a try and vote then.
greetz Darky

Posted by shardfenix at 2006-09-13 17:44:14    
1 small thing about the download: When you put it into your module, if you don't have the newest CEP, you will have to change the appearances of the town portals. Silly me. I assumed all of you have the CEP, so it shouldn't be a problem for you.

Posted by shardfenix at 2006-09-13 17:40:37    
Thanks
I haven't had much experience scripting with vectors, I might play around with it later, but right now I'm trying to get as much done as I can for a nwn2 module.
I tried using local variables to track which slots were in use but it was a headache. It would have been hard to clear the variables when someone spawned a new set of portals (deleting the old ones.)
Like I said, this is just a first draft, I will improve it when I have time.

Posted by IceHammer at 2006-09-12 20:28:54    Voted 10.00 on 09/12/06
Good idea, good implementation.

One suggestion: It might be easier to track the slots in use using Local variables. Alternatly, modifying the spawning script to create the placeables at an offset to the waypoint should remove the 0.0f error. I believe the code would be something like:
vector vWP = GetPosition(oWP);
location lSpawn = Location(Vector(vWP.x + 0.2f, vWP.y, vWP.z), 0.0f, GetArea(oWP));

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