Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN2 SCRIPTS

- Jump to comments -
Name  Night and Days areas
Author  Kaylor, KaG, Deyonara and Ariok
Submitted / Updated  11-20-2007 / 11-21-2007
Category  NPCs
Forum Thread  Link
Type  Type - Transitions
Format  Module Only
Patch  1.10
NWN2Game  All
Description
It makes a NPC move around in an area during the day, and when night comes, he moves to the other area and wander around until next day
First, you must activate this line in he "on load" module properties :
SetModuleSwitch(MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE);
You must create 6 waypoints with the following tags (of course, change "tagofyournpc" by the real tag of your NPC...)
-"Tagofyournpc_DayArea" is where the NPC is during the day, wandering around
-"Tagofyournpc_NightArea1" is in front of the door, or transition to the night area
-"Tagofyournpc_NightArea2" is where the NPC is supposed to arrived in the night area
-"Tagofyournpc_NightArea" is where the NPC is during the night, wandering around
-"Tagofyournpc_DayArea1" is in front of the door, or transition to the day area
-"Tagofyournpc_DayArea2" is where the NPC is supposed to arrived in the day area
You can use it with areas where your PC can't go : for example an area where all NPC go during the night but from different doors, as if they were going home.
It is used in the "On Heartbeat" slot and hasn't been tested for multiplayer module.
please report any bug to me through Link (contact)

Files

NameTypeSizeDownloads
day_night.zipday_night.zip
Submitted: 11-20-2007 / Last Updated: 11-20-2007
zip2.95Kb278
--
SCORE OUT OF 10
8.75
2 votes
View Stats
Cast Your Vote!
Voting FAQ

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS
No Images




You Must Be Logged In to Participate.
Comments (6):

Posted by shockwolf at 2008-07-09 15:12:45    Voted 8.50 on 03/14/08
Ok I�ve got a bug to report. I think I�ve also sent this report to the link but it�s not in English so I can�t quite tell if I�ve done it right or whether it will reach the right person.

Ok I�ve found that if you stop an NPC by talking to them whilst they are making a move to the next area they forget what they are doing and stand around doing nothing until the next shift. Also on rare occasions they may get stuck on an obstacle and continue to try and walk through it for the rest of the shift unless you talk to them in which case they forget what they are doing again.

_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by shockwolf at 2008-03-14 05:00:51    Voted 8.50 on 03/14/08
Ok I�m about to answer my own question because I�ve solved it. I may as well post it here in case anyone else wants to do the same as I am.

It�s a simple as changing the last line from random walk to executing another script!

Doing this you can even get them to follow waypoints by making the default On Heartbeat �nw_c2_default1� script execute at the same time.

So instead of :

else
ActionRandomWalk();


You would instead have:

else
ExecuteScript("nw_c2_default1", OBJECT_SELF);


I�ve tested this and it works. The NPC followed his waypoints all day long and when it became night he suddenly stopped and went home. Using this command I would imagine you can get NPC�s to do all sorts of things depending on the other script. I�ve also set up Tavern performers to spawn in at night behind the stage curtains and walk out on to the stage and start dancing and playing instruments. When the morning comes the music stops and they disappear behind the curtains. It works great!

_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by shockwolf at 2008-02-27 06:25:27    Voted 8.50 on 03/14/08
Cheers KaG. That's a shame about the waypoints. But about the animations and the version of the script you use; would you be able to give us an example of how you've coded the animation commands at the end of the script please? I'm pretty sure I suck more than you at scripting! lol
_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by KaG at 2008-02-24 15:26:46    
Thx for your comments,
For information, I suck at scripting to :)

1) it should be possible and in fact, there is a way to do that with NWN2 scripting, but... it seems it doesn't work.
2) it is possible by modifying the script on the lines with the randomwalk command. If you do so, you have to make, of course, different scripts for your animations.

For example, in my module, there is a bard who plays luth, and a dancer who... dances :)
At night, they get back home.

Posted by shockwolf at 2008-02-23 03:31:06    Voted 8.50 on 03/14/08
This is really good guys! Not voting just yet but can I please make a suggestion? I don�t know how difficult it would be to do because I suck at the whole scripting thing myself.

Would it be possible to make 2 other versions of this script? So that instead of randomly walking around in the area they:

1. Follow waypoints (based on the NPC�s tag as normal)
2. Stop and chat with other NPC�s (maybe do random animations)

This would make it absolutely awesome IMO. Of course it would be perfect if someone could make the NPC�s behave like the ones in ES IV: Oblivion. Eating, sleeping, going to work, saying hello to you in passing, stopping to chat e.t.c but that would be asking for way too much I know! The 2 variations above would make it good enough for me though.

If you are willing to attempt it then Thanks in advance!

_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by ladyelvenstar at 2007-11-21 08:15:41    Voted 9.00 on 11/21/07
Thank you! I have been trying to get something like this system set up for my campaign but I am no scripter by any means. I really appreciate all of you sharing this with us.
_________________________

Gaming Parents Studios
- Currently working on A Time to Die Act I and Into the Forgotten Realms
Vault Submissions: Movie Trailer of A Time to Die | Unicorn Run Prefab **NEW**

You must be Logged In to post comments in this section.

10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Tools


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters