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Help needed. Newbie writing her first Module - need a script! [Archive] - Thieves-Guild.Net - Your Portal to everything Neverwinter!

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Pella
10.09.07, 16:14
Hi all

After playing the OC and MOTB, and some good amateur mods (really recommend 'The corruption of Kiahoro' on the NWN2 vault site), I've decided to give it ago myself and write an adventure. I've done about 2/3 thirds of it, but now I'm a bit stuck.

What I want to do is change one of my characters into something else during a conversation. Strange example as not to give anything away, like in a Scooby Doo cartoon where fred rips of the monters mask to reveal old mr Jinks, the caretaker, or an old werewolf movie where the character growls his final breath and changes back into a human.

I assume there is a script for something like that, but I haven't a clue wha it is and I really hope that i don't have to write one as I wouldn't know where to start.

any ideas?


Help me obi-wan Kenobi (s) you're my only hope!!!!!

kyllroy
10.10.07, 00:02
http://games.groups.yahoo.com/group/NWN2Fanfic/
Hey try reading some of these. Inspiration +prespiration=success! There may be collabarators for your project here.:)

kgambit
10.10.07, 07:01
What I want to do is change one of my characters into something else during a conversation. Strange example as not to give anything away, like in a Scooby Doo cartoon where fred rips of the monters mask to reveal old mr Jinks, the caretaker, or an old werewolf movie where the character growls his final breath and changes back into a human.

I assume there is a script for something like that, but I haven't a clue wha it is and I really hope that i don't have to write one as I wouldn't know where to start.



Is this an npc? potentially a bad guy? Are you going to totally morph your character into "something completely different"? It would seem to me that you simply need to have the old character disappear and the new character spawn in. I believe you can set triggers in the convo that will do that. :)

Afraid my toolset experience is not advanced enough for more help though. :D

Hey try reading some of these. Inspiration +prespiration=success! There may be collabarators for your project here.:)
Wrong type of script Kyllroy. The OP is looking for TOOLSET Script. Script is a term used by modders to refer to coding a specific game mechanic - like monsters spawning for example. :)

Sicar Eneco
10.10.07, 08:01
Browsing through the already existing scripts might give you what you want. Seeing as your example is (by purpose) a bit vague, I can't really give you a direct pointer, however it seems that you're going for an appearance change. If something like that isn't available in the existing scripts (existings ones are easier than self-created ones, as you just have to add some tiny parameters), you can easily 'generate' that code.

For this I mostly use the, sadly outdated, Lilac's script generator (http://nwvault.ign.com/View.php?view=Other.Detai l&id=625). Let me warn you, Lilac's script generator is meant for NWN1. Most things you will try will not work on NWN2. However, a script as simple as that should work.

I'll do a little search to see if I can find an existing script matching what you want.

Edit: I fail to find what I look for after a quick read. Remember however, that you can always use the campaigns as reference material. I, for instance, remember in MotB some kind of shape-shifting white ape tribe to be around. You could look into that conversation and get the script used there.

Also remember that problems in modding can mostly be solved into 'tricking' the player. For instance, if you want creature a to change into creature b, you could start a cutscene with a look of creature a. Then you (via simple scripting) remove creature a and spawn creature b in it's place. With a little spell attached or fog placed this can be presented pretty smooth. However, I like the idea of checking the campaigns better.

Cheers,
Sicar

kyllroy
10.10.07, 18:37
When you don't know what you want, reading existing script can bend your creation to familiar ends. Not that all previously created script is worn out, but a fresh idea from like minded, creative people can jump start the process that keeps you working your *** off to give us lazy types something good to play.:)

Pella
10.12.07, 06:17
Hi all,
thanx for the advice. Have come up with a work around. It doesn't allow me to change the character and keep going, however it does allow me to change the character at the end of the conversation.

The scripts I am using are ga_createobject and ga_destroyobject (There probably not called this exactly, but you know which ones I mean)

Velkyn
03.31.08, 13:07
This reply is fairly late, and I don't know if you're even still checking for help or gotten your work-around completely figured, but something like this should do the trick:

// script to change us into an Adamantium Golem.

void main()
{
SetCreatureAppearanceType (OBJECT_SELF,
APPEARANCE_TYPE_GOLEM_ADA MANTIUM);
}

This is taken from the NWN Lexicon (http://www.nwnlexicon.com) which lists pretty much every NWN1 script command in a handy searchable format. As the NWN1 scripting system was essentially ported over completely into NWN2, this is the most valuable resource new scripters can have. It doesn't cover the new commands or updates in NWN2, but it gives an awesome starting point with the examples and suggestions of use.

If you check your conversation command settings, you should be able to set the action at the key points in the conversation to do the appearance change. Now you will have to double check the NWN2 script commands as to if you can just change the head appearance or at what level you can modify an object (PC or NPC).

Hopefully you check this and it helps you out!

Sincerely,

-Velkyn

Epirote
03.31.08, 14:00
There seems to be a gap between ADA and MANTIUM, but when I try to quote it, it looks right, that is without gap. And yeah, quite late, Pella already published the first part of her first module.