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NWN SCRIPTS

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Title  All-in-One Seemless Transitions
Author  Jaga Te'lesin
Submitted / Updated  12-17-2002 / 12-02-2012
Category  Travel
Expansions  Works on all versions
Format  Module and Code
Type  Type - Transitions
Includes  BioWare Standard
Description
A very easy to use, powerful, and configurable 'seamless area transitioner' for Neverwinter Nights. It links module areas edge-to-edge seamlessly via invisible generic triggers. It's benefits are the following: 1) Only 1 script to install, period! 2) No Heartbeat for minimum CPU hit. 3) Customizable settings. 4) DIAGONAL area transitions as well! 5) Object error-handling code so it won't crash your server. 6) Optimized use of variables to minimize memory usage over a long period of time. 7) All creatures can wander from area to area! 8) Special effects for zoning to and from areas! 9) Optional delayed zoning timer to minimize cheating with frequent zoning! 10) New 'Z-coordinate' system allows us to link areas in another 'plane'. 11) Player feedback for movement direction when zoning! 12) Optional in-game map.

NOTE! I AM NOT THE AUTHOR. JAGA IS.
It isn't readily available any more though. It is a greatly useful script, enjoy!

Update:
2012-12-01: Re-attached archive - Rolo

Files

NameTypeSizeDownloads
AreaTrans.7zAreaTrans.7z
Submitted: 12-17-2002 / Last Updated: 12-02-2012
7z91.9Kb2888
Re-attached archive
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Comments (28):

Posted by akibara at 2008-11-19 14:47:50    
I want to get ahold of this but its gone now

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 8 that made this score of 9.76 then rounded to 10.

Posted by Primogenitor ( ..xxx.xxx ) at 2003-12-15 06:17:00    
The authors website does not work as Doobz has noted below. I think i have a copy on my HD at home (at work at the moment!). If I do I will upload it to the vault, but it will have to be as a new entry. This is an excellent script the community need to be able to access!!!

Posted by Doobz ( ..xxx.xxx ) at 2003-12-05 12:53:00    
Hey, umm... The Authors Website doesnt work :|
"as of december 2nd this website doesnt exstist"
Where can i download it?

Posted by hermyt ( ..xxx.xxx ) at 2003-11-23 17:00:00    
randomblink,

the one major failing with this script for what you want to do is that npc's can't navigate zones based on trigger area transitions, it has to be an actual area transition, a script based area transition isn't factored by the ai as far as navigation between waypoints goes.

The best idea for a workaround is to do small area transitions along paths that you think npc's would be likely to travel. ie, maybe most npc's would stick to the road and not just travel a beeline through the woods to get somewhere so just do area transitions along roads at the edges of the maps. At least thats what I do for my own server.

The problem is that to navigate to another zone the function ActionForceMoveToObject is used which is a bioware hardcoded function which we don't have access to, and its coded to handle navigation by checking area transitions.

Its theoretically possible that someone could write an alternate walkwaypoints code that could navigate based on this area transition system, especially seeing as we have a coordinate system already inside the tags of the areas, I might even consider doing that actually now that I think about it, if I get around to it (tons of scripting projects right now already in the works), I'll post a link to it here and maybe Abigail could package it with an update if she does one.

HerMyT

Posted by Primogenitor ( ..xxx.xxx ) at 2003-11-05 07:20:00    
If you need to download this, go to the authours website and get it from there. The download link does not work directly.

Posted by Drakkenkin ( ..xxx.xxx ) at 2003-10-19 19:28:00    
I to would like to get a copy of this. I saw it at work and I think is a must have. Please let me know where I can download it.

Posted by Fly ( ..xxx.xxx ) at 2003-10-14 13:05:00    
The link of the scripter's site n Download link leads to a 'Error page not found'!
Can someone plz let me know if there is another address I can get this Script?

Thx in advance!

Posted by UOAbigail ( ..xxx.xxx ) at 2003-10-13 15:52:00    
Hail and well met! ;)

I have heard nothing from the original author of this script up to this point, and I have been recieving emails from players/server admins who are interested in adjustments/custimizations to this most useful script.

Therefore, I will set a timeline for beginning development of an offshoot branch of this script. If the original author does not desire this, then please email me within the next month, and I will cease development. If, however, the original author desires this offshot development, or wishes to partake in the development, then please contact me and we can work out any details.

Thank you for your time.

Peace
UOAbigail

Posted by Dungeon Man ( ..xxx.xxx ) at 2003-08-18 12:59:00    
I hope UO Abigail fixes this script. I don't think Jaga is doing it anymore.

Posted by randomblink ( ..xxx.xxx ) at 2003-08-16 11:09:00    
I had a question...
I am creating a module with TONS of areas...
Here are my questions, I would love for ANYONE with experience with this script to answer them...

First, I am running a SILENT HILL-ish module...
So I am creating a group of areas, with duplicates of them on another level... So p00p00p00 would be the 'sane' ciy of ... but, p00p00p01 would be the bizzaro version... same building, same everything... EXCEPT there is a fog and creatures mulling everywhere...

What I am wanting, is...

1) A script I can call that will grab every character PC / NPC and jump them their alternate in the bizzaro version...

So if a pc is standing by a building in the sane area... I want them to jump to that same spot, by the same building, but in the bizzaro area...

Can you help me?

2) Can someone explain how I would write a script that I could attach to a generic trigger that would drop them to the same spot on my level of choice?

So if I created a generic trigger and put it in the marketplace of p01p02p00 it would jump them to p01p02p01 at the same spot?

Any help would be GREATLY appreciated...
Also, on ALL of these scripts... I do NOT want it to differentiate from NPC and PC... I am working with the MEMETIC AI group and my NPC's are almost as important as PC's... in what they deal with and how...

Posted by Schalos ( ..xxx.xxx ) at 2003-07-31 16:01:00    
I'd first like to say thank you to Jaga for this great script.

I'm kind of new to scripting, but I have a solution for UOAbigail's Issue #3. Make paper maps, use each paper as a plane, number the papers (for the Z axis) and line em up.

Also, I noticed people talk a lot about .rar files. I use Filezip 3.0 - it's free and it works great. I don't have the address, but you can find it with google.

Posted by UOAbigail ( ..xxx.xxx ) at 2003-07-13 17:12:00    
Hail and well met!

Fisrt off, allow me to say that I find this script to be *extremely* useful.

However, there are a few (small) issues which could be addressed in an update (Or I can address these in an update if the author is not supporting this script)

Issue #1 - Getting stuck after transition
---
This has personally happened to me, when the transition target location happens to be in an area where the walkmesh is not 100% free and clear. It is possible to get stuck (on the edge of a water tile where it meets the land, for instance)

Issue #2 - Transitioning unintentionally
---
This is more of a player-caused event.. for example, a monster dies inside the area trigger, dropping a loot bag (or a corpse, whatever) and the player wishes to loot.. the player approaches and the script forces a transition.

Issue #3 - Limit in scope
---
The script (as provided) is limited to 99 areas in any direction. Granted, this enables close to 4,000 areas in total, per z-axis, but it takes little effort to allow 999 areas in any direction (for those worlds which need such space). Also, the limit on having each area the same size is an issue, which can be easily fixed to allow each z-axis to have its own area-size setting. (for example, on the normal level.. default p00p00p00 areas, a size of 10x10 tiles, but on the p00p00n01 areas, a size of 15x15 tiles)

I can address each of these issues if the original scripter does not still support this script, and if the community desires.

Peace
UOAbigail

Posted by Trespasser ( ..xxx.xxx ) at 2003-07-07 22:13:00    
Just one question...
Do all of your areas have to be the same size?
IE: 10x10, etc?
It would seem to me that this would be the case so that the variables determining where to send the play/creature/whatever in the next area wouldnt be skewed....

Posted by SSH83 ( ..xxx.xxx ) at 2003-06-09 00:19:00    
Yes. Thanks to this, I have learned the difference between "Seemless" and "seamless." They sound the same but are different. I was thinking "no-loading time," but that was silly of me. This script is nice where if you enter the generic trigger, it reads your position vector in the current area and places you accordingly in the next area (as oppose to the original "click anywhere on this area transition tile and you will go to that same location x").

Don't get me wrong though, I think this script is awesome, but I just misunderstood on the name part. That's all. :D

Posted by DM_Rothgar ( ..xxx.xxx ) at 2003-05-03 12:36:00    
All I can say is WOW! Phenomenal script for those of you that are wondering. I almost didn't download it because it is RAR format, but decided to and trust me...it was well worth the 5 mins it took to get RAR setup and running.

It takes about 5 mins to figure out how to set it up, and then its time to roll.

Very well written and documented script.

Thanks a bunch.

Posted by Inv420 ( ..xxx.xxx ) at 2003-04-01 11:49:00    
Get WinRar!!!!

Posted by Clockwork ( ..xxx.xxx ) at 2003-03-07 10:48:00    
Is this available anywhere in non-RAR format? Some of us
are stuck using Windoze.

Posted by Hagakure ( ..xxx.xxx ) at 2003-02-21 07:47:00    
However, there seems to be one drawback. Creatures/NPCs
with waypoints in different linked areas dont know how to
use area transfers other than the traditional blue ones.
If there is a way around this I might start using this
script.

Posted by Lord Weaver ( ..xxx.xxx ) at 2002-12-19 16:56:00    
I have also being using it since the first version until
Jaga stopped improving them. It's great and I'm using it
for my persistence world.

Posted by Roberth ( ..xxx.xxx ) at 2002-12-19 04:59:00    
This script is so great. I have used it since the very
first version of it, and I love it. So clever and so easy
to use. Well done Jaga.

Posted by Xanas ( ..xxx.xxx ) at 2002-12-17 15:02:00    
Thanks for spreading this again. I still have a copy but
sometimes it has been a pain to find this, which is still
IMHO the best all around transisition script in existence.

Posted by Doyleyboy ( ..xxx.xxx ) at 2002-12-17 14:51:00    
i think its pretty +blocked+ clever myself, not to mention
useful, nice one m8!

Posted by DragonFist ( ..xxx.xxx ) at 2002-12-17 13:11:00    
And BTW, I suck at scripting. I can barely edit scripts
made by others. So it doesn't take a scripting pro to use
this.

Posted by DragonFist ( ..xxx.xxx ) at 2002-12-17 13:09:00    
Hawazort, this is not true. You set the variables once.
For the size of your areas. From then on, it is as easy as
placing triggers. One script attached to one trigger.

I have made over 230 areas with this. The world comes out
seemless. And if you cross the zone while walking the
road, you'll still be on the road in the next zone. It is
actually very simple to set the varibles. And they only
get set once per module.

I would make sure that I understood something before
posting negative comments about it.

Posted by Hawazort ( ..xxx.xxx ) at 2002-12-17 11:46:00    
lol!

"A very easy to use, powerful, and configurable 'seamless
area transitioner' for Neverwinter Nights"

yet the readme states,

"Last but not least, make sure the user-configurable
variables near the top of the script are set correctly.
The first is the most important - fMaxAreaDim. If it
isn't set right, the links won't work at all. If your
areas are 8x8 as in the example mod, the "float
fMaxAreaDim = 80.0f;" line is already correct. It's 10.0f
per square in the area, and the areas *MUST* be completely
square (i.e. - 10x10, 15x15, etc). If your areas were
12x12, it's value would be 120.0f. 16x16 would be 160.0f,
etc."

Yes! Modifty the script everytime you make a new area
transition using the above example.

LOL!

Posted by DragonFist ( ..xxx.xxx ) at 2002-12-17 11:12:00    
Quote from the Readme by Jaga:

Q. What is it?
A. A very easy to use, powerful, and
configurable "seamless area transitioner" for Neverwinter
Nights. It links module areas edge-to-edge seamlessly via
invisible generic triggers. Built primarily for larger,
open worlds it's the ideal solution. It can work equally
well for smaller modules if needed. It's benefits are the
following:


1) Only 1 script to install, period!
2) No Heartbeat hooks for minimum CPU hit.
3) Customizable settings for transition sensitivity.
4) Capability for totally irregular "triggers" for
transitions if the user desires.
5) Not just N S E W transitions, but DIAGONAL area
transitions as well!
6) Object error-handling code so it won't crash your
server.
7) Optimized use of variables to minimize memory usage
over a long period of time.
8) Requires VERY few changes to any existing module,
other than square linked area size.
9) No Waypoints at all to create! A smart script KNOWS
where to send the character(s).
10) (NEW) Monsters, NPCs, Familiars, etc - can all wander
from area to area!
11) (NEW) Special effects for zoning to and from areas!
12) (NEW) Optional delayed zoning timer to minimize
cheating with frequent zoning!
13) (NEW) Diagonal transitions that can't zone, try zoning
for the two cardinal directions!
14) (NEW) New "Z-coordinate" system allows us to link
areas in another "plane".
15) (NEW) Demo utilizes Palor's great "UO-style Spawner"
to demonstrate creature zoning!
16) (NEW) Combine this script with Palor's and you can
stop wandering creatures from zoning!
17) (NEW) Optional, enhanced Debug feedback system for
world builders!
18) (NEW) Player feedback for movement direction when
zoning!
19) (NEW) Optional in-game map to help players figure out
where they are in your world!


Q. How do I install it into my Module?
A. Simply copy the contents of the script
named "area_trans" to one in your module of the same
name. If you choose to name it differently, remember the
new name for later. Or, optionally import the .ERF file
included in this Zip into your module.


Q. How do I use it?
A. As the enclosed demo shows, areas are surrounded by
generic "triggers", all identical except for their
orientation. I prefer to make them 4 tiles long by 1 3 of
a tile wide, then place them on the edges of an area that
links to another. Each trigger refers to the area_trans
script in only one place: the OnEnter event for itself.
Once you have the triggers in place, and their OnEnter
script entered in, you need to change the Tags on your
linked areas...


Q. How do I setup my areas so they become linked?
A. Easier than you'd think. They are in a "matrix"
arrangement, as the diagrams below show. The first
diagram displays the Demo Module Area names, and then it's
area Tags. The tags follow the numerical equivalent of a
matrix from -1,-1,+0 to +1,+1,+0.


D E M O A R E A N A M E S
------------------------------------------------
NorthWest Area North Area NorthEast Area

West Area Center Area East Area

SouthWest Area South Area SouthEast Area
------------------------------------------------



D E M O A R E A T A G S
------------------------------------------------
Y X V a l u e s

V n01n01p00 p00n01p00 p01n01p00
a
l n01p00p00 p00p00p00 p01p00p00
u
e n01p01p00 p00p01p00 p01p01p00
s
------------------------------------------------


The "p" or "n" simply designates whether the coordinate
next to it is positive or negative in value. The
coordinate itself is always a 2 digit number. The first
three characters tell it what X-coordinate an Area has.
Example: n01 for the first three characters would mean -
01 for the X coordinate. The second three characters are
the Y Area coordinate, and the last three digits on the
Tag indicates what "level" the linked area is on. For a
ground level (outdoor) scenario, leave it at p00 (positive
00). For an underground level (sewer or caves), set it to
n01 (negative 01) and design the linked areas with that Z
setting in the Tag. Note: any 00 (zero) coordinate is a
Positive coordinate, and *must* have a p in front of it.


You can use a matrix as large as n99 through p99 for the
area tags, in all three dimensions, giving you effectively
8 million linked areas on different planes, but I can't
ever imagine someone going that nuts with it. The Area
TAG names you use need to be changed to a format that
follows the example above: lower numbers for X and Y are
toward the upper left, larger toward the lower right. If
you need more clarification, check out the Area and Tag
names for the Areas in the sample module. It should make
more sense then. Simply make sure the numbers you use are
all 3 digit (including p or n), and sequential so you
don't have zoning problems with an Area it can't find.


Last but not least, make sure the user-configurable
variables near the top of the script are set correctly.
The first is the most important - fMaxAreaDim. If it
isn't set right, the links won't work at all. If your
areas are 8x8 as in the example mod, the "float
fMaxAreaDim = 80.0f;" line is already correct. It's 10.0f
per square in the area, and the areas *MUST* be completely
square (i.e. - 10x10, 15x15, etc). If your areas were
12x12, it's value would be 120.0f. 16x16 would be 160.0f,
etc.


The next settings don't really need to be changed, but are
there for you to tweak if they don't quite fit your
circumstances. fDiagTransSize controls the size of the
diagonal zone area. The larger it is, the farther out
from the corner (along your triggers) it will grab and
zone objects. fTransitionDelay controls the delay
*before* the object is zoned. This can help with PC's
that like to damage a monster, zone out, heal up, zone
back, etc. By forcing them to remain in this area before
they zone a short time, they 1) get damaged more, 2) there
is a chance of the monster actually *following* them
through to the new zone. nDEBUG is for message feedback
to the zoning object (PC or DM), to assist with problems
building a world and setting triggers.

The optional in-game map is a custom miscellaneous object
that you can give to players as you wish. You can sell it
in a shop, give it away, or deny it from them completely
at your discretion. It gives information on their area,
and where it relates to others via the coordinate system.
It is as "Roleplay" as I can make it right now, but works
quite well. It simply has a small script that needs to go
into (or replace) your module's OnActivateItem script.
The very small separate script for that is included in the
demo module (and the ERF). To see it in action, open the
crate a the start of the Demo module.


Enjoy using this script for your NWN world! Any comments
and or bug fixes are greatly appreciated, and can be sent
to [email protected]


-= Jaga Te'lesin

Posted by NinthLetter ( ..xxx.xxx ) at 2002-12-17 11:03:00    
Hey Dragonfist, this looks very interesting. However, I
downloaded the file and now I have no idea what to do with
it. Perhaps you could comment a bit on how to implement
this system. I'd also Like to know a few more things
about it. If I have a base area in my module is it going
to connect that area to all the rest or can I exclude
areas I don't want the players to have access to? If I
put this in place is it going to effect all the modules in
my modules file or can I implement it on selected modules?

All these questions and more may be answered by
understanding how the script is used. I'd like to give it
a try but, until I know more it's just going to sit on the
virtual shelf. Thanks.

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