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NWN SCRIPTS

- Jump to comments -
Title  Exploration Map Pins
Author  Gonzo_og
Submitted / Updated  11-07-2008 / 11-07-2008
Category  Travel
Expansions  HOTU-1.69
Format  Module and Code
Type  Type - Location Tracking
Includes  None
Description
A simple script to activate map pins upon entering a trigger. My first script.

Files

NameTypeSizeDownloads
Exploration_Map_Pins.rarExploration_Map_Pins.rar
Submitted: 11-07-2008 / Last Updated: 11-07-2008
rar8.57Kb133
Erf and demo mod.
SCORE OUT OF 10
10
5 votes
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Comments (9):

Posted by Gonzo_og at 2010-03-09 20:51:46    
Soon is a relative term, of course.
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stuff

Posted by Gonzo_og at 2008-11-26 12:13:48    
Thanks again for the votes.

@ ShaDoOoW; I would like very much if you posted that function.
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stuff

Posted by Zephious Shadow at 2008-11-13 07:31:22    Voted 10.00 on 11/13/08
Nicely done, This deserves a 10.

Good to see some people are keeping NWN alive :)
_________________________
'Death is the last great Adventure'-Revan






Posted by frudillao at 2008-11-12 09:23:27    Voted 10.00 on 11/12/08
Will be used in all my single player mods. Thank you for this. I had a similar idea but never got around doing it. HEHE, now I dont have to LOL
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Posted by ShaDoOoW at 2008-11-10 03:14:23    Voted 8.00 on 11/10/08
Very nice idea indeed.

It could be done in multiplayer though, there are map pin custom function or I can post you mine, little different from others there.
You will be able to create/delete/set up map pin to specific player.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Gonzo_og at 2008-11-08 07:31:14    
Thanks for the votes, gang.

@ Birkebark:
One of the functions that this script uses (SetMapPinEnabled()) does not easily support multiplayer. From the Lexicon:

Known Bugs

Not a bug, but it is too bad that there is no "oPC" parameter to only enable the map pin for a single player instead of all players in a multiplayer environment.

That's not to say it can't be done. Maybe a check for a local variable OnEnter of the area. I'll have to think about it.
_________________________
stuff

Posted by Saduj at 2008-11-08 03:34:41    Voted 10.00 on 11/08/08
*Votes*
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Saduj at 2008-11-08 03:34:15    Voted 10.00 on 11/08/08
Short, sweet and gets the job done!

Good Work :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Birkebark at 2008-11-07 21:08:37    Voted 10.00 on 11/07/08
This a neat little idea.

I would like to suggest you consider this used in multiplayer systems, but you then have to remove the DestroyObject in the end and instead add a function in the OnExit event of the trigger, where you set a local variable on the player. The script checks for this variable and if its present, you will not get another message about finding a location.

I think you deserve a clean sharp 10 for the idea!
_________________________
Zantium.dk

[Dynamic Book System][HCR2 OnPlayerChat]

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