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NWN2 SCRIPTS

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Name  Battle System
Author  Nytir
Submitted / Updated  11-27-2007 / 08-01-2009
Category  Other
Type  Type - Combat
Format  Module and Code
Patch  1.00
NWN2Game  All
Description
An package containing ready to use battle related scripts. Features include setting up and organizing armies, spawning soldiers, reinforcement, barrages and catapults, collecting statistics such as Kill count and other special effects. Play the demo to see all the features.

The package aslo have a lot of multi-purpose and reusable methods that maybe useful for other things. The scripts were originally written for one of my campaigns. I Recently salvaged it and improved it.

See Also Battle Standard

Nytir 2007

Files

NameTypeSizeDownloads
battle_demo.rarbattle_demo.rar
Submitted: 11-27-2007 / Last Updated: 11-28-2007
rar5Mb1197
Customizable Demo Battle. Just tell Battle Master whom you want to fight and how much and he will arrange it (Recommend to try it first).
BattleSystem1.0.rarBattleSystem1.0.rar
Submitted: 11-27-2007 / Last Updated: 11-28-2007
rar18.15Kb1091
Scripts and blueprints (ERF)
BattleSystemManual1.2.pdfBattleSystemManual1.2.pdf
Submitted: 11-27-2007 / Last Updated: 11-28-2007
pdf417.23Kb1495
Battle System Manual 1.2 (PDF)
SCORE OUT OF 10
9.88
25 votes
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Comments (30):

1 2 3

Posted by RolandGR at on06/14/08
I have had great fun with this and for me that rates a 10.

Posted by overground at on04/27/08
Thanks Nytir for a fantastic system. I'll be using this in an upcoming mod, and I'll be sure to give credit there. ~overground

Posted by -vendalus- at on04/17/08
This is great. I played the demo mod last night and can see many wonderful applications of this. While I don't have the time myself, I'd love to see someone take this and make a 2+ player checkpoint-style arena battle, complete with a battle standard item that can be used to direct the battle. You could even set up catapults along the back line that players could sabotage, allowing stealth to play a factor. If anyone decides to work on this, let me know and I'd be willing to help. Thanks for the contribution!

Posted by MammothTruk at on03/19/08
NTB and myself are planning to make new armies for your system. Im going to post mine up on the vault here so others can use them if they want. _________________________ Baldur's Gate: The Sword Coast Chronicles

Posted by MammothTruk at on03/19/08
I play on LDoA and find your battle system really cool. I have spent hours battling orcs over and over. I really love how you feel like your in a real battle. _________________________ Baldur's Gate: The Sword Coast Chronicles

Posted by DMSublime at on03/13/08
I just spent like 2 hours playing around in your Demo! It was alot of fun. Very cool system you have developed here. I have been wondering how I would do a large scale battle in a module. Problem solved, should be easy enough to adapt to what I want to do. Thanks again for your hard work! _________________________ DMSublime

Posted by Allyndn_The_Beggar at 2008-03-0706:17:12    
A good system with a lot of promise. Had a lot of fun playing with the demo last night. Am envisioning using this in a module which features a battle in a city. Wondering how hard it would be to implement a few things. For example, in a city situation, the defenders might be setting up barricades which the attackers would want to knock down. Would it be possible to create placeables to which one side would respond to as if it were an enemy (ie, try to destroy it)? Often in a battle, one side will prioritize taking out the siege weapons of the other. Would it be possible to create a script which will disable the "barrage" if all of the other side's siege weapons are destroyed? Thanks for your work.

Posted by nyt333 at 2008-01-0619:58:12    
You can have as many bots as you want as long as your PC can handle it. I have 15 bots per side in my demo. The battle system's built-in catapults are for designed for seige weapons are are far away and unreachable. For attackable/ usable seige weapons, put a placeable in the area and assign an "on use" script on it like this: // requires include "i_utility" from Battle System #include "i_utility" //this is an on use script for the offical catapult void main(){ object oUser = GetLastUsedBy(); //Who put the trigger location lTrg = GetLocation(GetNearestHostile(oUser)); location lSrc = GetLocation(OBJECT_SELF); vector vTrg = GetPositionFromLocation(lTrg); //get xyz vector vSrc = GetPositionFromLocation(lSrc); //get xyz float fFac = atan((vTrg.y - vSrc.y)/(vTrg.x - vSrc.x)); //calculate facing float fOff = 0.0f; //offset (0-180), some placable does not face the right direction SetFacing(fFac + fOff); ActionCastSpellAtLocation(SPELL_CATAPULT, lTrg, METAMAGIC_ANY, TRUE, PROJECTILE_PATH_TYPE_BALLISTIC); } _________________________ Elen Sila Lumenn Omemtielvo Homepage | BCK | Oriental BCK | Aribeth's armor | Elemental Weapons | Battle Standard | Battle System | Building Construction Kit II

Posted by charlievale at on12/29/07
A great concept, well implemented and well documented. While I don't think this is an essential part of every game, it is an excellent drop in option for module builders and a great starting point for PWs that want a battle area. _________________________ Charlie's Pages | Fournoi Forum | Charlie's UI | Charlie's Item Modifier | Charlie's Item Appearance Changer

Posted by nicethugbert at on12/27/07
OK, I read the PDF now. Most impressive. IIRC, there is siege machinery on the vault. They would go well with this, I suppose, if someone wanted to be able to attack the seige machinery, or other defenses? _________________________ NTB's Hills and Valleys Vol. 00

1 2 3

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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

 
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