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NWN SCRIPTS

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Title  Door System v 1.2
Author  ShaDoOoW
Submitted / Updated  06-13-2008 / 10-16-2008
Category  Rulesets
Expansions  Works on all versions
Format  Code Only
Type  Type - Doors
Includes  Custom
Description
UPDATE!
v1.2 - There are many bugfixes and new functionality but mainly, DEMO module!
v1.1 - Added multiple lock addition, see readme or multiple lock entry.

This set of script allow: Close all doors automatically when opened, close all doors when nobody is in area and connect two and more doors together, so if you open/close/lock/unlock/destroy and even trap/untrap one, same will happen with another.

This package contain:
ERF file with custom scripts and some overriden bioware scrips
Letoscript 27rc3, Moneo and my letoscript that do all manual work with setting scripts for you.
Detailed documentation.
And DEMO module as well.

Files

NameTypeSizeDownloads
DEMO_Door_System.modDEMO_Door_System.mod
Submitted: 06-13-2008 / Last Updated: 10-16-2008
mod972.68Kb187
DEMO module.
SH_DoorSystem.zipSH_DoorSystem.zip
Submitted: 06-13-2008 / Last Updated: 10-16-2008
zip835.53Kb304
Door System package v. 1.2
SCORE OUT OF 10
9.67
3 votes
View Stats
Cast Your Vote!

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SCREENS

All this doors are connected together, so if you open/close/lock/unlock/trap/untrap one, same action show itself on all of them.


some of possible variables. This ones close door with tag x3_door_wood002 when opened after 20 seconds and never lock them (via door system scripts).





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Comments (8):

Posted by ShaDoOoW at 2008-11-04 10:26:05    
SO, could be done, unfortunately its not that simple. Its in my TODO list but very low...
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by DeadSomething at 2008-10-20 02:39:36    Voted 10.00 on 10/14/08
just add a line in the "OnUnlock" (or OnTrapDisarm) script that reads out a LocalString from the door, which is the name of the character who set the trap.
add a line that writes this LocalString to the door when setting a trap.
maybe you have to do that in the original scripts for setting traps in general...

Posted by ShaDoOoW at 2008-10-17 14:32:19    
Its in known bugs and I think it cannot be resolved. The trap is created by script but creator is you, so linked door trap SHOULD be green too.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Zeroark at 2008-10-17 09:31:37    Voted 10.00 on 10/16/08
Hello ... i have some feedback.

When you trap a door, the original door marks the trap as unharmful (The creator nor his party should be damaged by this trap.)

But in the "Linked" door, the trap is harmful to the creator (Dunno about the party ...)

As an addition, when you go thru the original door, it goes harmful (Towards the creator.)

Just informing :P
_________________________
<a href="localstrike.net/foros/342/tierras-sombrias/">Tierras Sombrias, Un Mundo Persistente de Neverwinter Nights (v. 1.69 + CEP 2.3 + Haks) </a>

Posted by Zeroark at 2008-10-16 10:36:31    Voted 10.00 on 10/16/08
Great script!!!
_________________________
<a href="localstrike.net/foros/342/tierras-sombrias/">Tierras Sombrias, Un Mundo Persistente de Neverwinter Nights (v. 1.69 + CEP 2.3 + Haks) </a>

Posted by ShaDoOoW at 2008-10-15 09:22:11    
Now Im working on update, which bring DEMO module and demonstration how to write script for some door without override the default Door System scripts!
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by DeadSomething at 2008-10-14 09:04:09    Voted 10.00 on 10/14/08
sounds amazing :)

Posted by puket at 2008-06-24 16:30:48    Voted 9.00 on 06/24/08
Intelligent door scripts.Thanks for sharing with community.A demo mod would be nice.

Cheers!

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