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NWN SCRIPTS

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Title  Jousting System Version 1.20
Author  Suspender
Submitted / Updated  07-30-2008 / 02-21-2009
Category  Games
Expansions  Requires Both Expansions (SoU & HotU)
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Combat
Includes  Custom
Forums  Link
Description
September 9, 2008: Version 1.20
Fixed a Testing bug. .erf as well as .mod are fixed as of now.
Added a script for the NPCs to joust.

August 6, 2008: Version 1.14
Added "Lance Shattering"

Added a Reward for the Winner!

Added Jousting Sounds (You will now hear the lance shatter, the lance hitting the armor, sheild, etc.)

Added more checks. (Now checks to see if you have a lance equipped, as well as riding a horse.)

July 31, 2008: Version 1.04
Jousting System was Created!

DESCRIPTION:
A system so players can Joust!
A single code that you place onto a placeable to start the competition!

Since jousting requires Aim, Riding Skill, And Luck; The Chance of who wins is a Random d20 plus the "Ride" Skill (Feel Free to change this)

The only thing required is 6 waypoints. (3 for each team)

NEXT UPDATE WILL FEATURE:
Scoring Sytsem
Damage

Files

NameTypeSizeDownloads
Jousting_W_NPC.modJousting_W_NPC.mod
Submitted: 07-30-2008 / Last Updated: 09-09-2008
mod101.53Kb389
A Demo Module! Click on the NPC to begin! instead of all that Fiddleing around with the script, I made it so where NPCs can Joust as well! That way there is no altaring the script to allow only one player to test it out while potentially messing up the script. (Has Testing Bug Fixed)
ss_jousting.erfss_jousting.erf
Submitted: 07-30-2008 / Last Updated: 09-09-2008
erf46.29Kb383
The ERF contains the Original Jousting Script as well as a jousting script extended for NPCs to use. "ss_joust" - Original Script. "npc_joust" - NPC Extended Script. Conversation "Joust" is the conversation used for NPCs that may joust. [Note that the NPCs must have the Jousting Phenotype as well as have a Horse Tail. It is not required... but it will make everything look messed up if it is not] (Has Testing Bug Fixed)
SCORE OUT OF 10
9.79
9 votes
View Stats
Cast Your Vote!

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SCREENS

A Breif Outline of the way the System is Set up





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Comments (23):

Posted by Builder__Anthony at 2010-03-28 12:16:18    Voted 10.00 on 03/28/10
Works nicely and is easy to set up.

Posted by frudillao at 2008-11-17 16:12:11    Voted 10.00 on 11/17/08
I just love it. Great Work!
_________________________

Posted by Proleric at 2008-11-03 09:47:55    Voted 10.00 on 11/03/08
I appreciate that the SP version isn't presented as a polished offering, but it was an excellent starting point.

I found it useful to put in some ActionDoCommands : (1) on the SetFacingPoint commands (2) SetCameraFacing(45.0, 10.0) immediately after that (3) to apply the VFX before the hit-fall animations and move to end.

The benefit of (3) is that replacing the DelayCommands with identical ActionDoCommands synchronises the sound exactly with arrival at the decision point, even if the distance between waypoints is slightly different from the test module.

The one thing I haven't had time to tweak is that the hit / fall animations happen slightly late, e.g. the PC falls off a moment or two after being hit. I think that's the way the WCoC team made the animation, though. Any thoughts on that?

Posted by Suspender at 2008-09-13 22:00:20    
Posted by Thales Darkshine at 2008-09-11 01:18:59 Voted 9.50 on 09/11/08
One thing I have noticed, and I did play the demo alot. Is that even though it shows the lance shatter animation, it dosen't actualy break your lance like it is supposed to.



Yes. The CopyObjectAndModify() is the only way to change the appearance of the lance. and when I use it... the lance dissappears during the animation... and afterwards equips it when the joust is done... it looks really messy and requires the player to buy/find a new jousting lance. so i took it out altogether... I mean... in jousting there are plenty of lances for the knights to use... so it saves the player from having to go seek out new ones. So its got its ups and downs...

Posted by Suspender at 2008-09-13 21:55:55    
Ok! Well, there was no error with the mounting on my end... but i did manage to find ANOTHER bug... I'm reall sorry about this... I just have alot of stuff going on right now... so this script isn't really a really big priority... Any of you from Louisiana? We are being continueously being hit by hurricanes... Gustav was a mediocre one... but Ike is REALLY bad... so im just trying to get this done while I have power... Ill try to update it as soon as I can. The NON-NPC script is FLAWLESS, but apparently the new NPC one is... hence... it is a new script... so there are bound to be bugs...

Posted by Suspender at 2008-09-13 21:50:21    
I honestly dont know what the cause of that is... I had a few people test it and they found no error in it, I'll double check but i dont think there is. LOL i made sure that i didnt forget to take out test bugs this time :P

Posted by A Well-Known Swell Guy at 2008-09-11 12:39:30    
Hmm... sorry you have already probably mentioned this somewhere, but could you help;
in the demo mod (with NPC) i mount the horse by right clicking on it and all that, but when I challenge the NPC to a joust, it says I must be mounted. And I am... sorry again if it's just a mistake by me

Posted by Thales Darkshine at 2008-09-11 01:18:59    Voted 9.50 on 09/11/08
Great system, simple yet quite effective.

On the bug side, much to my dismay I discovered if you use a longer joust list the timing is all off. Oh well its easier to use the short "tile group" list and have them smaller than play with the timing.

On thing I have noticed, and I did play the demo alot. Is that even though it shows the lance shatter animation, it dosen't actualy break your lance like it is supposed to.

Posted by Suspender at 2008-09-09 17:38:30    
Im kinda suprised I did not catch that when i was testing this a million times to prevent any of this from happening... Everything should be totally updated, as well as the new script to allow players to verse NPC through a conversation.

Posted by slink at 2008-09-04 19:35:24    Voted 9.50 on 09/04/08
Sorry for all these posts, I am commenting in real-time. I see another error, at around line 216. "else if (PC1Roll - PC1Roll

Posted by slink at 2008-09-04 19:31:42    Voted 9.50 on 09/04/08
Oh, nevermind on that last part. I see that it is set up so that both lose if it is tied. I guess I will leave it that way. :)

Posted by slink at 2008-09-04 19:21:35    Voted 9.50 on 09/04/08
My players loved this. However, I noticed that it seemed that one side always lost. I looked at the script and sure enough, on line 147 you have player #1 always getting 100 instead of rolling. It is probably leftover from some single-player testing.

I am also going to add a small change for when the rolls are equal, so that there is a 50/50 chance of either one winning a tie rather than player #1 always winning ties.

Posted by deimonos_85 at 2008-08-14 13:34:54    Voted 9.50 on 08/14/08
I liked it. Good job man.

Posted by Summit at 2008-08-11 21:26:56    Voted 8.50 on 08/11/08
Nice!

Posted by Gardan at 2008-08-10 06:12:31    Voted 10.00 on 08/10/08
Super Job!

Easy to use and install

Posted by junnyboy at 2008-08-02 10:34:35    Voted 10.00 on 08/02/08
sorry about the double posting i had click submit but it took a long time so i click again an im assmuming thats why it showed 2 times like that but disregard the second one please.
_________________________
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Link

Posted by junnyboy at 2008-08-02 10:32:38    Voted 10.00 on 08/02/08
Nice i gave it a 10 because its a very cool an neat, espically in our mod (Rotheopia) its works very nice in there mate, thanks for sharing it with the community, as well with the module.
_________________________
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Link

Posted by junnyboy at 2008-08-02 10:32:37    Voted 10.00 on 08/02/08
Nice i gave it a 10 because its a very cool an neat, espically in our mod (Rotheopia) its works very nice in there mate, thanks for sharing it with the community, as well with the module.
_________________________
Forums
Link

Posted by Proleric at 2008-08-01 07:20:51    Voted 10.00 on 11/03/08
I was forgetting that PCs run regardless of the parameter setting (a known bug, according to the NWN Lexicon). The "run" setting would be needed if anyone extended the system to PC v NPC, though.

Posted by Suspender at 2008-08-01 06:40:07    
Thanks! I owe you alot of thank as well for that guide! I would never have been able to do this if it werent for the Guide you made. Haha I couldnt even figure out how to mount the horses without your guide. And as you may have seen I plan for updates on this script to make it better. Such as a Scoring System, and a Reward System; But I will definately add your ideas to the list!

As for the running, (I guess by chance) the horse should already run... or atleast it did when I was testing the scripts... But anyway it cant hurt to add 1 word to make things look better, So I'll add it just in case.

Posted by Djanga at 2008-07-31 16:28:15    
This looks great. Going to test it out on our up and coming Dragonlance server. Will offer a vote on it once we have our play testers run it through it's paces.

Djanga
KH Builder and Team Leader

Posted by Suspender at 2008-07-31 14:13:14    
The only thing there is to set up is the waypoints... and for that I had uploaded a picture of what it should look like. I even gave the Tags to the waypoints. As for a Demo Module... Its not really possible as it requires *2* Players

Posted by Calvinthesneak at 2008-07-31 14:02:30    
Looks interesting, how about an NSS file and perhaps a demo module so people can look at the actual setup?

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