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NWN2 SCRIPTS

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Name  Global Walkwaypoint Fix by Razare
Author  Razare
Submitted / Updated  04-05-2007 / 04-05-2007
Category  Scripting routines
Forum Thread  Link
Type  Type - Daily Routine
Format  Module and Code
ShowCode  

Select All Text | View Code in separate window
Patch  1.04
Description
This script is a modified version of the include file x0_i0_walkway. In order for it to work, you must recompile most of your creature AI files as local versions on your module. If you export the AI files and x0_i0_walkway from my demo, you'll be all set.

This script creates a way of allowing global walkwaypoints, however, they do not work as easily as with NWN1. You must indicate what transitions must be traveled through in order to reach the creature's next waypoint.

This is done by setting local strings on doors and transitions with the name wp_trans_## where ## is simply an incremental number from 00 on up. Set the string value of the variable to the tag of the waypoint that lies on the other side of the transition.

It really is too complicated to explain all here so check out my tutorial:

Link

Files

NameTypeSizeDownloads
GlobalWaypointDemoByRazare.modGlobalWaypointDemoByRazare.mod
Submitted: 04-05-2007 / Last Updated: 04-05-2007
mod1.2Mb101
Demo module that shows the script in action.
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Comments (4):

Posted by Razare at 2008-01-18 16:19:22    
I should warn people, I'm not entirely sure this script still functions right. This project is on my list of things to finish.

I actually had an idea for an improved version of this. When the module loads, you could have a script go through every area identifying all the walk wakypoints. Then you could have that same script identify the doors that lead to those areas, and have the script apply the local variables to the doors.

It would be an intense search script that would be an n^2 process, but it'd only be a one time thing.

Posted by Alen Swift at 2007-11-22 11:23:38    
I, like the idea, was wondering how to do it , thanks.

Posted by Razare at 2007-04-25 03:06:30    
Anyone having problems with this? I notice there's not many downloads :\ I guess with scripted waypoints people are just ignoring the global walkwaypoint problem or designing their own solutions.

If you're wondering why the imp just sits there in front of the door, try giving him the key, he should then open it and walk through. I now realize that I didn't make this very apparent in the demo module.

Posted by Razare at 2007-04-05 19:53:51    
Just tried this fix with HCR 2, it isn't compatible in the least.

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1 - Not Recommended to Anyone

 
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