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NWN SCRIPTS

- Jump to comments -
Title  Desert Heat 2.4.2
Author  Deva Bryson Winblood
Submitted / Updated  10-10-2003 / 11-22-2006
Category  Area
Expansions  HOTU-1.61
Format  Code Only
Type  Type - Other
Includes  None
Description
DESERT HEAT 2.0 offers ability to require water in the desert with very easy to setup script. Supports varying heat intensities in areas. Supports an infinite variety of water types including standard, diseased (all types supported), poisoned (all types supported), and scripted (meaning you can call a script when someone drinks this type of water). VERSION 2.1: I missed a bug which is now fixed. VERSION 2.2: Fixed typo preventing # and @ from functioning. VERSION 2.3: Add some more things per user request. VERSION 2.4: Added day/night support so, cooler at night. Fixed uni_onactivateit script and tested. VERSION 2.4.1: Added forgotten custom item water bottles. WARNING: 2.4.1 requires HoTU. Previous versions do not. 2.4.2 added forgotten uni_onactivateit script.

Files

NameTypeSizeDownloads
DESERT_HEAT_2.4.2.rarDESERT_HEAT_2.4.2.rar
Submitted: 10-10-2003 / Last Updated: 12-31-2003
rar13.63Kb1538
--
SCORE OUT OF 10
10
2 votes
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Comments (50):

  1  2 Next>

Posted by caporal at 2006-03-23 18:20:31    Voted 10.00 on 03/23/06
Deva, or someone, where can I find the DH2 Water Source Trigger? I checked my Trigger palette to no avail. Help!

Posted by caporal at 2006-03-23 18:19:42    Voted 10.00 on 03/23/06
Deva, or someone, please help this n00b out. Where is the DH2 Water Source Trigger to be found? I checked my Triggers menu to no avail. Do I have to make one? Help!

Posted by artofme ( 212.242.xxx.xxx ) at 2004-11-15 04:51:00    
Excellent scripting. I truly admire your efforts, be it this particular script or one of the many others you have done. I have succesfully installed and tested this script, but am now wondering about the different diseases/poisons you can add to a watersource. After trying a good few, I don't see the big difference in effect. Just for saving myself from the hassle of creating a LOT of different watersources, I am required to ask you if they all have pretty much the same effect.
Thanks in advance,
Artofme

Posted by artofme ( 212.242.xxx.xxx ) at 2004-11-15 04:51:00    
Excellent scripting. I truly admire your efforts, be it this particular script or one of the many others you have done. I have succesfully installed and tested this script, but am now wondering about the different diseases/poisons you can add to a watersource. After trying a good few, I don't see the big difference in effect. Just for saving myself from the hassle of creating a LOT of different watersources, I am required to ask you if they all have pretty much the same effect.
Thanks in advance,
Artofme

Posted by MGSkaggs at 2004-10-17 13:31:00    
My bad Deva, I found it works just fine...*flushed with embarrassment*

_________________________
-----------------------------------------
Creation is 100% imagination, but hakpaks
are another story altogether! ;-)

MGSkaggs Desert City Tileset
MGSkaggs All Purpose Placeables 2.0
MGS '10 Towers' Rural Add-On
MGS Egyptian Placeables Pak #2

Posted by MGSkaggs at 2004-10-17 09:44:00    
Hey Deva,

Great script(s) yet again! Just wanted to ask you, or rather let you know, I am usuing this script with SOU/HOTU and the CEP, and I imported the .erf file, but cannot find the custom empty bottles anywhere. Was wondering which scripts would need to be placed on another bottle in order to utilize Desert Heat. Thanks alot!

MG
_________________________
-----------------------------------------
Creation is 100% imagination, but hakpaks
are another story altogether! ;-)

MGSkaggs Desert City Tileset
MGSkaggs All Purpose Placeables 2.0
MGS '10 Towers' Rural Add-On
MGS Egyptian Placeables Pak #2

Posted by DevaWinblood at 2004-04-11 23:59:00    
I am using the scripts quite frequently in several module projects with no problems. ???

Posted by Old_Scores_Transfered at 2004-02-20 10:29:31    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 9 that made this score of 9.55 then rounded to 10.

Posted by Aragon ( ..xxx.xxx ) at 2004-02-01 12:50:00    
First let me say I think this is a great script. But prehaps I have missed something. I followed your instructions and for some reason about 30 secs into the testing the game locks up. I am using the default time for the check. The water bottles work fine. Has anyone else seen this problem?

Posted by Jamaludin ( ..xxx.xxx ) at 2004-01-31 03:32:00    
Been looking for this :D Thanks a bunc m8, very nice work. This makes things way more intersting and suits my mods needs, thanks !

Posted by SilverWolf88 ( ..xxx.xxx ) at 2004-01-12 13:17:00    
I hope it's okay if I add your frostbite and desert heat scripts to a website I'm running?

I'll credit it to you of course

Posted by DevaWinblood at 2003-12-31 21:21:00    
Darn! You are absolutelty correct. I forgot the uni_onactivateit script.

I'll be uploading a fix in just a moment. I can't believe it 2.4 I forgot the bottles, 2.4.1 I forgot the uni_onactivatit. Sorry guys!

Happy new year!

Posted by Dreamwarder ( ..xxx.xxx ) at 2003-12-22 16:11:00    
Hi,

I don't know if I'm being a right dumbass, but I can't find the universal onactivateitem script in the .erf package I downloaded. Other folk seem to be doing ok, so I must be doing something wrong, but it's not in my script list...

DW

Posted by Fleshmelter ( ..xxx.xxx ) at 2003-12-19 12:45:00    
You are all too correct Deva, HotU is an excellent xspansion.

Oh and have i said that you are the shiznik, oh i believe i have....anyways something worth saying once, should be worth saying again :)

Posted by godbreaker ( ..xxx.xxx ) at 2003-12-16 13:25:00    
How the hell do I open this to nwn erf. without win.rar and where can i get win rar at?

Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-12-15 13:06:00    
I uploaded 2.4.1 and it includes the missing items sorry about the Delay.

I fixed it on a HOTU installed machine so, the script is now flagged as requiring HOTU. It is definately an expansion pack worth owning anyway. I am not interested in doing version management between people who do and do not have expansion packs. It takes far too much of my time to do that.

Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-12-15 06:26:00    
Mynzai, yes it does, I use it in my PW, you are missing a step in following the docs trust me :)

Makz.

Posted by mynzai ( ..xxx.xxx ) at 2003-12-14 08:47:00    

I had done as you suggested already. It's a good design for doing it, but the problem continues to be the distribution does not have the requisite script needed by the water bottle. According to the activate script supplied, it wants to find a script equivilant to the resref of the activating item. In this case, if it's the empty water bottle, there is no such script to execute. The only script supplied was the onactivate script, which does nothing but execute another script, which we don't have still.

m

Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-12-13 06:58:00    
Mynzai,

Ok yes we forgot to mention to put a unique spell thing on them, sorry, I for one had the old DH1 so all I did was copy and change tag and resrefs. Anyway, the scripts already exist and if you do follow the instructions you will note there is a custom trigger you place down around water sources, and by simply using the empty bottle within the trigger, if you have set up the scripts as instructed, they work :)

Makz.

Posted by mynzai ( ..xxx.xxx ) at 2003-12-11 16:29:00    
I did as you say, but it is not the last step. The instructions are thorough, but alas since the original items were not included, the instructions fail to mention that your new items need to be 'activatable' to engage the accompanying script. So I found it necessary to add 'cast spell unique self' to my empty water bottle, but then what? there is no script that comes with the distribution to 'fill the empty water bottle'.

i.e. the resref script for the water bottles did not seem to be in the erf.


Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-12-08 15:39:00    
Like I said below, those are the TAGs / ResRefs for them and call them empty bottle for DH2_EWBOT then water bottle for both DH2_WATERBOT and DH2_WATERSPEC so that players do not know spec is poisoned. You then make the empty bottles available for sale per the VERY good instructions that came with the scripts Deva made.

Makz.

Posted by mynzai ( ..xxx.xxx ) at 2003-12-08 11:40:00    
Missing empty water bottle?

In the doc it says an empty water bottle is included, but I think its missing...??

Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-11-30 02:16:00    
Sorry, I'll have them uploaded tomorrow (or I should say sometime later today) I am going to sleep.

But, if you create bottles with the tags and resrefs Makzimia listed you'll be fine... just make them potions.
Make the DH2_WATERBOT and WATERSPEC identical and appearance and name so, your players won't be able to tell they have poisoned water just by looking at the bottles.

Posted by Makzimia De Graf ( ..xxx.xxx ) at 2003-11-29 17:42:00    
Following are tag/resrefs for missing bottles.

DH2_EWBOT - what you carry
DH2_WATERBOT - normal water
DH2_WATERSPEC - Special water - diseased etc...

Makz.

Posted by Sparhok ( ..xxx.xxx ) at 2003-11-29 16:49:00    
Nope...its not there. I think ill try to make my own..ill just check the scripts for the resrefs but you should reupload the file...maybe you forgot to add the bottles to the erf.

Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-11-29 02:08:00    
Your welcome.

And... about the bottles...
You will find them under CUSTOM and POTIONS
Empty Water Bottle
Water Bottle
and
Water Bottle
The first water bottle and the empty water bottles are all you would want to put in your store. The second bottle will be made by the script if a diseased, poisoned, or other water source is used.

Posted by godbreaker ( ..xxx.xxx ) at 2003-11-28 17:53:00    
thanks deva

Posted by Sparhok ( ..xxx.xxx ) at 2003-11-28 16:04:00    
Sorry for sounding so dumb but how do I give players the bottle? theres no bottle under custom items and well theres no bottle in the .erf . Do I have to make one myself or use a standard one?

Thanks :)

Posted by Sparhok ( ..xxx.xxx ) at 2003-11-28 16:04:00    
Sorry for sounding so dumb but how do I give players the bottle? theres no bottle under custom items and well theres no bottle in the .erf . Do I have to make one myself or use a standard one?

Thanks :)

Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-11-27 11:43:00    
First the announcement then I will answer questions:
Version 2.4 has been released:
There were some bugs in the Uni_onactivateit script which I found, fixed, and tested.
And I added support for DAY and NIGHT. At night if you have this option turned on then the intensity of heat is one half what it would be during the day. It encourages traveling by night.

QUESTIONS:
Where do I put the diseased functions?
When you paint your DH2_WaterSource trigger edit it and change its number to correspond to the disease type. For example: name it to #DS and I think you get a disease called the shakes.

Can you moderate the heat?
Yes, you paint a waypoint in an area with the tag DH2_INTENSITY and you set its name to the intensity you would like the heat in that area. If it does not detect this waypoint it defaults to 30 seconds. (with night enabled this is 60 seconds at night)

All of this was documented in the documents. It may not have been too clear though.

ALSO: Released today is Frostbite 1.0 which does for winter areas what this script does for desert. It has been tested and is pretty nifty. :)

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