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NWN SCRIPTS

- Jump to comments -
Title  Jump and Engage OnDamaged Script
Author  cyberglum
Submitted / Updated  03-06-2004 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.61
Format  Module and Code
Type  Type - Effects
Includes  BioWare Standard
Description
This consists of two scripts. The first, 'ms_ondam_jump goes on a flying creatures OnDamaged script slot. The second, 'jumpfighting' just sits in the scripts pallette. The script fires the first time (and the first time only) when a PC damages the creature. The script will then make the creature 'fly' to the PC's location and engage in combat.

Files

NameTypeSizeDownloads
cyberglum1078587338375OnDamagedJump.rarcyberglum1078587338375OnDamagedJump.rar
Submitted: 03-06-2004 / Last Updated: 03-06-2004
rar107.26Kb591
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Comments (9):

Posted by NWNfanatic ( ..xxx.xxx ) at 2004-03-22 02:42:00    
#include "nw_i0_tool"
void main()
{
object oTarget = GetWaypointByTag("dragon_beacon_opan");
location landTarget = GetLocation (oTarget);
effect eBye = EffectDisappear(1);
effect eBye2 = EffectAppear(1);
effect eBye3 = EffectDisappearAppear ( landTarget, 1 );
object oFlyer = GetPCSpeaker();
object Area = GetArea(oFlyer);
object AreaOfTarget = GetArea(oTarget);
/*if (Area != AreaOfTarget)
{*/
AssignCommand( oFlyer, ClearAllActions());
DelayCommand( 0.0, ApplyEffectToObject( DURATION_TYPE_PERMANENT, eBye, oFlyer));
DelayCommand( 2.25, JumpToObject(oTarget));
DelayCommand( 2.20, ApplyEffectToObject( DURATION_TYPE_INSTANT, eBye2, oFlyer));
}

Here, i fixed the bungee effect by lessening the time of the effectdisappear function. but it's still not smooth enough, and the other problem, where the PC starts out standing before the landing effect happens is still present. hope anyone here can help.

Posted by cyberglum at 2004-03-21 02:44:00    
can you cut n' paste the script here NWNfanatic?

cyberglum

Posted by Emerald Forsythe ( ..xxx.xxx ) at 2004-03-14 10:18:00    
I am not much of a scripter, but from what I could see, I think this has a lot of potential. Especially if you could add on to it so that the Crush attack for older (larger) dragons could be implemented into your script. Just something to think about.

Em.


Posted by ffbj at 2004-03-08 17:58:44    Voted 10.00 on 03/08/04

Posted by ffbj at 2004-03-08 11:38:00    Voted 10.00 on 03/08/04
For the flying snakes I made, I put it on perception, similar to yours, so when they first see the pc they will fly to them and attack. Also I have an ondamaged where they will fly away after wounded a certain amount.

Posted by cyberglum at 2004-03-08 10:48:00    
Hi Specialk,

I decided on the OnDamaged slot over the on attacked, basically 'cos when the creature is first attacked it will become aware of the PC, I'm guessing in normal gameplay the PC will think herself pretty clever, picking-off the creature from distance. It's only when they get hurt that the actually fly t the PC. Hopefully this will take the PC by surprise...

Posted by SpecialK at 2004-03-08 10:25:55    Voted 10.00 on 03/08/04

Posted by SpecialK at 2004-03-08 10:24:00    Voted 10.00 on 03/08/04
The script should go on OnDistirbed (or OnAttacked but i can't remember if this event exist) rather than OnDamaged otherwise the monster just stands there until you actually damage them which is a bit odd.

This is a greatr script and it looks really cool!

Posted by cyberglum@work ( ..xxx.xxx ) at 2004-03-08 05:42:00    
I forgot to mention, the d/l includes a mod to show the effect in atction with a selection of creatures. Just to note, the effect doesn't work on all creature models, I'm going to work on a list, but if anyone know which creatures have the DisappearAppear animations it would be a great help.


BTW, works excellently with the Harpy...


cyberglum

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