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NWN SCRIPTS

- Jump to comments -
Title  the ds-tl v2.08 The DS Theater Scripting Language
Author  DSenset
Submitted / Updated  04-26-2009 / 01-29-2010
Category  Scripting routines
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - General
Includes  Custom
Description
scripting NWScript with plain text

- the ERFs. Just for builders. You don't need this separately -

NWN1. Patch 1.69 required
v2.08 29. January 2010

- One heartbeat script for exactly one NPC (+a little OnSpawn)
- designed with storytellers in mind, stage plays, cutscenes or text-heavy modules
- comfortable, simple, fast, stable, flexible
- targets good to advanced builders and scripters
- thoroughly tested
- synchronized and reliable timing
- should work multiplayer
- no HAKs, no nothing
- a small expanded library for convenience included
- For scripters everything's possible. Interfaces use ExecuteScript(); and SignalEventToObject();
- compatible with almost anything. Interferes nowhere and doesn't change a thing
- when not active it consumes literally 0.00% CPU cost. As optimized as it gets
- up and running within twenty minutes

Manual and showcase included

* Developed with NWN 1.69, HotU and SoU. I'm not sure if you can import it without the expansions, though. Enjoy, vote, report bugs. Looking forward for great modules.

NWN2 conversion is at: Link
Five Flagons Theater is at: Link

This is one for the search engines: "theatre", "stageplay", "cutscene", "machinima". (ca. 100 downloadcounts been lost with older versions)

Files

NameTypeSizeDownloads
dstlv208.7zdstlv208.7z
Submitted: 04-26-2009 / Last Updated: 01-29-2010
7z330.71Kb90
The package 2.08.
dstlv207.zipdstlv207.zip
Submitted: 04-26-2009 / Last Updated: 10-03-2009
zip371.92Kb107
(OLD - for reference) the package 2.07b.
cex.7zcex.7z
Submitted: 04-26-2009 / Last Updated: 08-15-2009
7z66.29Kb91
_cex: a small camera library for ds-tl NWN1 using Gestalt's systems. MP not tested, provided "as is" (don't overwrite the include. It was developed with an older version.)
SCORE OUT OF 10
10
5 votes
View Stats
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PORTFOLIO
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SCREENS

Shanani Goodman in Concert


Shanani Goodman as Mrs. Stockmann, James Cheese as Dr. Stockmann. (Ibsen never mentioned her butterfly wings, though.)


'It must and shall be prevented.' - conclusion of Act II


finally, Ozymandias for NWN - here in Halloween-Mode


The chase around the desk - Act III


downright no comment


the compact majority - Act IV (and a creature record)


3.5 hours later: 'the strongest man in the world is he who stands most alone.'





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Comments (30):

1 2 3

Posted by Builder__Anthony at on05/02/09
Very nice....

Posted by DSenset at 2009-05-0123:32:27    
Opera is online (see above), maybe for a few hints or ideas. I would use usable CEP Lanterns. _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by DSenset at 2009-05-0121:02:31    
well, yes, the SetTileMainLightColor() and SetTileSourceLightColor() (NWN Lexicon!) is the command of your choice, but often it makes nearly no difference, doesn't get very bright. Another -good- possibility are usable lampposts from the CEP, but earlier - in 2.1 - they were defective (..there were a local variable _AMION with a wrong default). Very practical is equipping your actors with glowing rings/amulets (or why not torches?). I somehow puzzle the unfinished never to finish yet published release of the NW opera together in a few days, there are some examples. I forgot to vote for you (love the carpets), you'll get a 9.75 (the -0.25 is cause you forgot to say goodbye at the end of chapter 1 :) ) Haven't seen chapter 2 yet. I'll provide a usable lamppost in release 2.0. Or VFX_DUR_LIGHT_WHITE_20 (=176) ([VISUALEFFECTOBJECT:show_actor,176]) should work (not on a waypoint!). _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by Ondaderthad at 20:14:25    Voted10.00
Thanks the Gods for search and replace. Alternatively you could change the name of the script and includes so both versions could live side by side? But either way I am not too worried. If you could think of a way to control the lighting of the stage it would be great too. Real life theatres often have a lighting director who uses a lighting script. _________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview

Posted by DSenset at 2009-05-0114:56:27    
Thanks a lot. Good and bad news: 2.0 will be much much simpler, bad news: complete overhaul of the syntax. Stick to 1.01 if you want. Main difference: it waits for everything and anything automatically, the guess-a-lot (or guess-ageddon) for [PAUSE:]-times is history. Nothing someone couldn't adjust with Notepad++ in 10 minutes though. Hello World was waaay too complicated, it should sound "Hello World" not "Hello World~"! ETA 2-3 weeks. Thank you all. _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by QSW at on05/01/09
A wonderful piece of scripting, I've just seen it in action and think it works beautifully with the Karador Theatre. Thanks for designing such a great system! _________________________ QSW -NWVault Reviewers Forum

Posted by DSenset at 2009-04-3003:32:58    
DelayCommand(0.2f, AssignCommand(b,ActionSpeakString(para3))); } and I just hope, he stops ripping my comments apart. Items in backpack apparently cannot speak, I tried. _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by DSenset at 2009-04-3003:28:58    
AssignCommand(b,ActionJumpToObject(OBJECT_SELF));// _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by DSenset at 2009-04-3003:26:50    
your script talkingbow could look like this: #include "dstl_include" void main() { string para3; object b; para3=GetLocalString(OBJECT_SELF,"talkinbow_para3"); b=GetObjectByTag("invisiblebowcreature"); // _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

Posted by DSenset at 2009-04-3003:02:32    
oh, cool. Nice to hear! And highly looking forward. Uh..dunno? Are there many scenes? Are they highly mobile? Invisible actor sounds good to me with "jump"( Tutorial > Advanced Scripting > Creating an Intelligent Item" in the NWN Lexicon about "Enserric the sword" from XP2, but I think, that's the same mess. SetName is quite short, when it's slow, quite possible, it's NWNs fault. I can't think of anything else (and to be spoken loud) Just do: [EXECUTE:talkingbow,,,Hello there!] and write a script with ermh..something. Cycle through all PCs and SendMessageToPC()? but that's not elegant either. You definitely need some object near him. Or let it back home and shout all the time (with "@" in front)? - cross-areas should work as long as you not recompile with GetNearestObject. Neverwinter Opera with some showcase will come some day, open for anyone to contribute, but I cancelled my dreams of a "theater standard" and compatible stages, it's quite a chaos - I'd need to build this seperately and spartanically and import it back AGAIN - and I'm expecting much with people contributing plays, should I seriously urge them to contribute STAGES? In the next release there are further optimizations, a fixed [MOVE:...] (he needed a "~" for each [MOVE...] to work correctly) and a wonderful command "MOVETOOBJECTWAIT" (auto-wait til reached) and fast-forward (for developing and writing, not necessarily for release) working (in a few weeks). Again getting a bit more complicated, I fear, but I've seen worse. Another possiblity'd be to abandon all this [[AGAIN]]-nonsense and install a beating heart of 2 seconds...but then you got on the other hand aeons of [[PAUSE:]]s and "~"s. Maybe you noticed that there's no possibility at all to address the PC or one or the nearest PC in any form, but I think that fits quite into the system. Don't necessarily work with my _EX-routines, but copypaste, maybe they get updated. _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link

1 2 3

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