Any chance beta 7 will incorporate random traps for NWN2?
Posted by OU at on10/20/07
If this does what it says it can it could be useful. But I had such a hard time understanding how to use it that I don't know if anyone except an expert scripter can use it. I spent several hours trying to get it working right and I gave up eventually in frustration. It's probably just me, but I don't feel right voting higher.
Posted by Run at on10/20/07
okay
Posted by Urlord at on09/03/07
Ok - the part where I said: ==================== I left "nw_c2_default7" in place for creature's OnDeath event and assigned a variable DeathScript the value of "spawn_ondeath". Do you see anything wrong with this method? It appears to work fine. ==================== Disregard This - I see what you are doing now. I set it to spawn_ondeath now. _________________________ Peace, Jim AKA Urlord Visit the Persistent World of Nymri
Posted by Urlord at on09/03/07
Well I have to say, excellent job. The documentation is well done, the code it chocked full of useful comments and well organized, and I was able to switch over from my PWFSE system to your system in very short order. I was wanting a demo module, but with the excellend documentation, I don't think one is needed. I don't give out 10.0 votes very often, but this deserves it. I do have some comments: In the documentation, spawn_modcliententer should be spawn_modoncliententer and should be placed in the OnPCLoaded event. In the documentation, spawn_modclientexit should be spawn_modonclientexit and should be placed in the OnClientLeave event. I left "nw_c2_default7" in place for creature's OnDeath event and assigned a variable DeathScript the value of "spawn_ondeath". Do you see anything wrong with this method? It appears to work fine. I noticed that you are maintaining the object tags, which is excellent. That was a negative with PWFSE. I had a work around for WalkWayPoints. I want spawns partolling with WalkWayPoints. I didn't see any way to do this, any suggestions. Thank you got taking a good system and making it better! _________________________ Peace, Jim AKA Urlord Visit the Persistent World of Nymri
Posted by Urlord at on09/03/07
Just downloaded this and looking forward to evaluating it. I have been using PWFSE by knat since he was developing it. I have a duplicate of it that I tweaked for NWN2 that I have been using. However, your additions with things like the societies intrigues me as weel as the clean-up routines. I did a quick glance at the code and I see that you took out the use of CopyObject which I have as well. I am going off to my "Office" to read the documentation. I would like to see a demo module. Is there one around? I will vote after I have a chance to play around with it. BTW, I love reading your code. Very good in-line comments and writting style. More to come. _________________________ Peace, Jim AKA Urlord Visit the Persistent World of Nymri
Posted by mykael22000 at 2007-06-2219:22:37
Hmmm. Been a while. tomassus - the refills are only processed when the area is reset (ie it is repopulated after if has been empty for long enough for the area cleaner to be trigered). This means putting refil info on spawned items is never going to work. I'll have a think about how to refil dynamically spawned containers - they'll respawn if the container is destroyed, but not if it is merely opened. The onEnter scripts can hit problems with the instruction limit, leading them to stop before they have finished spawning everything in a large/busy area. I've restructured the code a bit for beta7 and it'll handle a few more now. DemonLords - I'll check those scripts out. commiebob - spawn_activate_group_ondeath is meant for the death of a single monster, not of a spawn group. The idea being that when you kill the trigger monster, a whole bunch more will show up. I can't think of an easy way to have critters change after all of a spawn group is killed. Abyssa - I'd recommend not setting the spawn_pc_factor - it can cause lots of extra critters to appear. If you're still getting double and triple firing, I may need a sample area that has the problem to work out what's going on. The next version (Beta7, due this weekend or next), will check a variable called 'spawn_persistent' on doors. If set to 1, it'll leave them alone. If not set, it'll take them over, doing locks, traps and bashing. edret - Yes, the area cleaner in this script will trash items not created by it, including low value stuff in stores. It should work ok with another area cleaner, as long as the ondeath scripts get to fire.
Posted by edret at 2007-05-1315:50:08
I have 2 questions. Will this system clean up items, creatues, etc. that aren't specifically created by this system? Also, if another area cleanup system system were to delete all the items, creatues, placables, etc. in an area, would that create problems when this system tries to quiesce the same area?
Posted by StormSeer at on04/22/07
Nice stuff mykael22000. Got it working a treat. Suggest you add the demo mod as a link above, doco is great but there is nothing like a demo mod to cut and paste from :D _________________________ AussieNWN - Dark Ages (now deceased) Link Admin, Dev, DM
Posted by Abyssya at 21:19:38 Voted9.25
Has anyone else noticed that areas with the Spawn_onEnter script will override a door's locked state if you set it to locked in the properties with the toolset? I think I have finally found why my doors are not locking as it only happens in areas with this script and the issue disappears when I remove it. More later, when I have located the issue...
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