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NWN SCRIPTS

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Title  Dom's Playing Children (Full Schedule)
Author  Dom Queron
Submitted / Updated  03-31-2003 / 11-22-2006
Category  Complete NPCs
Expansions  Works on all versions
Format  Module and Code
Type  Type - Peasants
Includes  BioWare Standard
Description
Dom's Ambient NPC's Volume I

Contains two completely scheduled children that sleep at night in their homes, eat breakfast, go out and play catch me, and at dusk return to their house, have dinner and go to bed.

Included is a small schedule system and template to create own scheduled NPCs.
Conversations change according to current state.

Setup is fairly easy, please refer to the import instructions within the erf file or visit the Package Website for more information on this package

Files

NameTypeSizeDownloads
g_dl.php?cat=4g_dl.php?cat=4
Submitted: 03-31-2003 / Last Updated:
php?--2198
External Website Beyond Our Control
SCORE OUT OF 10
10
1 votes
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Comments (17):

Posted by A Well-Known Swell Guy at 2007-08-17 15:07:31    
Dom, this aint working for me. When I click on the file, it says exactly this; "You�ve followed a link to a topic that doesn�t exist yet. If permissions allow, you may create it by using the Create this page button." Any idead how to fix this or what to do?

Posted by sgt_why at 2007-02-28 15:30:35    
will this work with NWN2 ?
_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by Old_Scores_Transfered at 2004-02-20 10:29:20    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 10 that made this score of 9.69 then rounded to 10.

Posted by beirutnwn ( ..xxx.xxx ) at 2003-10-11 13:40:00    
It has been over a year ago since I tried to use these children playing tag. Not sure if it is the same script, for some reason if left unattended for long periods of time the children would drop med through high level items in massive lagg causing amounts. which forced me to cut them... Tell me DOM, are these children so mischievous?

Posted by Dom Queron ( ..xxx.xxx ) at 2003-06-12 18:47:00    
Actually the module heartbeat should be better than the user defined one, because it never degrades away from the 6 second per heartbeat rule.

Newer versions of the scheduler script also have customizable heartbeat rate to reduce the amount of cpu cycles required by the scripts. check the package website for them

Posted by Gamergeek ( ..xxx.xxx ) at 2003-06-08 16:04:00    
Okay, it's official: I'm an impatient idiot. After testing it a bit more, I -accidently- waited long enough after they get stuck to see that they're forced out of it. Sorry about that.

Also, I copied to the code from the module-wide heartbeat script and pasted it into the user defined heart script and so far it seems to work fine. So for those of you want to use this system without the big heartbeat script, do that.

Thanks again, I'm giving it a 10. :)

Posted by Gamergeek ( ..xxx.xxx ) at 2003-06-08 15:48:00    
While I really like how you've set this up, it really needs a little work. I tested extensively for about half an hour, and each time the kids managed to get stuck somehow. The biggest problem was with the boy getting stuck in the trees, but they would also just run into things and stop moving. The latter doesn't cause too many problems because they're able to continue with their schedule afterwards, but once they get stuck in trees (which happened a LOT), it freezes us permanently.

Also, there's no real need for a module-wide heartbeat script.

Thanks.

Posted by Dom Queron ( ..xxx.xxx ) at 2003-06-07 20:59:00    
No thats perfectly fine

NCS files are compiled nwscripts. the mentioned file is an include file which never gets compiled, thus there is never an ncs file. the errormessage is a quirk in NWN, ignore it

Posted by Crept ( ..xxx.xxx ) at 2003-06-07 19:02:00    
I unzipped file to erf folder, when I try to upload to mod I get..........."The following resources were rquiered by the package selected for import, but they could not be found in the package."
And that resourse is _cc_core.ncs
I didnt press yes since it is having a problem.
Please reply.
Thanks

Posted by Adragonia ( ..xxx.xxx ) at 2003-06-02 21:56:00    
Nevermind, I fixed it all on my own! yay me!

Posted by Adragonia ( ..xxx.xxx ) at 2003-06-02 20:03:00    
When I talk to the kids while they're playing in my mod, they stop and just stand there. My nw_c2_default4 is untouched (so far as I know, I didn't do anything to it). It did take me about 2 days to get the kids workingas it was (i'm not the best at scripting). Any suggestions?

Posted by DuGath ( ..xxx.xxx ) at 2003-05-13 14:06:00    
Never Mind, I got it working.

Posted by DuGath ( ..xxx.xxx ) at 2003-05-13 10:07:00    
I did everything that the instructions told me.. I even looked at the example modual.. and went back and forth comparing each detail I could find.. but mine still wont work.. the kids dont do anything.. they wont even talk to me when i click on them.. the only thing I can think of is I get this message when I import.. "The following resources were rquiered by the package selected for import, but they could not be found in the package."
And that resourse is _cc_core.ncs any advice?

Posted by Dom Queron ( ..xxx.xxx ) at 2003-04-01 11:59:00    
It has been brought to my attention that the kids will not enter "play" mode if a user has a modified nw_c2_default4 script installed (comes with the dmfi package). You can fix that by adding a new script with the contents of the original nw_c2_default4 to the childrens OnDialog Event

Reason for this is that the children are programmed to pause their "schedule" when in dialog.

Posted by Sorphales ( ..xxx.xxx ) at 2003-03-31 16:03:00    
Thank you for doing all this nice additions! They are very useful and add a lot of details. You can also use them as a starting point to invent new things. Great!

Sorphales

Posted by Astaroth ( ..xxx.xxx ) at 2003-03-31 13:50:00    
Lookin good..

Posted by Dom Queron ( ..xxx.xxx ) at 2003-03-31 12:56:00    
Removed Hakpak reference accidently left in ... sorry for any inconvenience

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