I originally downloaded this script from NWVault. I have added what I consider to be a must to it and resubmitted it to help others. I would also like to thank AxeMurderer and shadguy from the bioware forums for helping. Overview: This script should be placed in an area's OnAreaExit The functions of this script are to remove all creatures that were spawned from an encounter when the area is deviod of PC's. It also resets all the encounters in that area so the next PC does not have to wait for the encounter timers. This is a simple to install script, and requires no modifications to work properly. Simply place the script in EVERY areas OnAreaExit. Users wishing to install this script into a NWN version other than HotU 1.62 should use a copy/paste of the code to install.
after some testing, the script does indeed work. Bioware must have changed the SetEncounterActive() function with Hordes at the v1.6 Sorry about before, didn't know that Bioware had changed the function. _________________________ -I pwn n00bs-
Posted by Mohobie01 ( ..xxx.xxx ) at 2004-04-13 14:06:00
Bah it seems my spelling is off but you get the point. I did want to add, that it is possible still for a encounter spawned creature to follow you through a transition before the script removes it. I have been useing this script for some time now and I have seen this happen only a few times, however I like the randomness of that. It's purely a timing thing. If the creature changes areas before the script catchs up to them, they are not removed. However they can be removed by any area useing this OnExit script.
I'm no wonderfull scripter, but this was a pretty asic and universal fix for my problem. Anyone wishing to see that the code does actually work can join Shadow Mountain PW(Located under PW Action).
Posted by Mohobie01 ( ..xxx.xxx ) at 2004-04-13 14:06:00
Bah it seems my spelling is off but you get the point. I did want to add, that it is possible still for a encounter spawned creature to follow you through a transition before the script removes it. I have been useing this script for some time now and I have seen this happen only a few times, however I like the randomness of that. It's purely a timing thing. If the creature changes areas before the script catchs up to them, they are not removed. However they can be removed by any area useing this OnExit script.
I'm no wonderfull scripter, but this was a pretty asic and universal fix for my problem. Anyone wishing to see that the code does actually work can join Shadow Mountain PW(Located under PW Action).
Posted by Mohobie01 ( ..xxx.xxx ) at 2004-04-13 13:58:00
besalope, this code is currently being used in a Persistant world and functions accordingly. try it before you say it don't work.
Create 2 areas give them a link(door...etc) place this script in an areas on exit. Add an encounter with a high respawn timer. now test the code by walking balk and forth between the 2 areas. each time you enter the room with the encounter it will be triggered.
I can however say I have not tried this before version 1.61 so it may not have functioned properly before that. But honestly please try it before ya post.
You can't reset encounters by setting them active. I tried this long ago, and to no avail.
A way that might work is to have the encounters be single spawn. When there are no PC's in the area, have the script set the encounter to having spawned 0 times then have it reactive it.
I haven't tested this, but it might work _________________________ -I pwn n00bs-
Posted by Mohobie01 ( ..xxx.xxx ) at 2004-04-10 18:46:00
Gawd I hate all the different passwords here. Anyways if ANYONE knows who originally wrote this I'd like to update it with his/her name, as its mostly not my work.
Mohobie
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