JarlFrank
I like Thief THIS much
KotC2 is actually a fun to play game, unlike NWN, so it's a good suggestion.KOTC2 toolset get a load of that nigger really
KotC2 is actually a fun to play game, unlike NWN, so it's a good suggestion.KOTC2 toolset get a load of that nigger really
I'll be trying this shortly.The NWN Lexicon Gargaune linked above was my go-to resource when I was teaching myself the toolset, for what it is worth.
You should be able to assign the PC to start a conversation with the PC (see here):
AssignCommand(oPC,ActionStartConversation(oPC,"conv_name",FALSE,FALSE))
for me I never really cared about actually playing NWN, but the engine was so much fun to tinker around withKotC2 is actually a fun to play game, unlike NWN, so it's a good suggestion.KOTC2 toolset get a load of that nigger really
It's a shit suggestion. NWN toolset is easy to learn for somebody like Gahb and there's thousands of usermade enviroments and objects to make beautiful detailed areas possible. And hundreds of usermade tutorials for every shit imaginable.KotC2 is actually a fun to play game, unlike NWN, so it's a good suggestion.KOTC2 toolset get a load of that nigger really
Which is far superior to NWN, which is slow as molasses.Everything moves in fuckin lightning speed.
Careful, that's the wrong operand. The one I gave you had ||, meaning it validated that the killer was either the PC OR an NPC in the PC's party, you've used AND which will work when the PC kills a rat, but not for henchmen etc. But anyway, the main issue was the object your were setting your variables on, you've figured that out so you're on the right track, good luck!if (GetIsPC(oSlayer) && GetIsPC(GetFactionLeader(oSlayer)))
Bro, do you even level-up?Which is far superior to NWN, which is slow as molasses.
void main()
{
object oPC = GetEnteringObject();
int nCount;
object oItem;
int nGold=GetGold(oPC);
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
if ( GetLocalInt(OBJECT_SELF, "DO_ONCE") )
return;
SetLocalInt(OBJECT_SELF, "DO_ONCE", TRUE);
oItem = GetFirstItemInInventory(oPC);
while ( oItem != OBJECT_INVALID )
{
DestroyObject(oItem);
oItem = GetNextItemInInventory(oPC);
}
nCount = NUM_INVENTORY_SLOTS;
while ( nCount-- > 0 )
{
oItem = GetItemInSlot(nCount, oPC);
DestroyObject(oItem);
}
TakeGoldFromCreature(nGold, oPC, TRUE);
SetDescription(oPC,
"Thou art a caitiff. An outcast and an outlaw \n" +
"wherever thou might wander.", TRUE);
ActionStartConversation(oPC, "ctf_prologue", TRUE, FALSE);
}
Highlight GetEnteringObject in the Script Editor (double-click it):Why in the name of the Seven Hells of Baator would this not work fully as an OnSpawn event while it works as a trigger?
// The value returned by this function depends on the object type of the caller:
// 1) If the caller is a door it returns the object that last
// triggered it.
// 2) If the caller is a trigger, area of effect, module, area or encounter[/b] it
// returns the object that last entered it.
// * Return value on error: OBJECT_INVALID
// When used for doors, this should only be called from the OnAreaTransitionClick
// event. Otherwise, it should only be called in OnEnter scripts.
void main()
{
string sName = GetName(GetPCSpeaker());
object oPC = GetPCSpeaker();
if (GetLocalInt(OBJECT_SELF, sName+"meerfin") == 0)
{
ActionSpeakString("[This fellow o' elven heritage ignores thee past a grimace.]", TALKVOLUME_TALK);
SetLocalInt(OBJECT_SELF, sName+"meerfin", 1);
}
else
if (GetLocalInt(OBJECT_SELF, sName+"meerfin") == 1)
{
ClearAllActions(FALSE);
BeginConversation();
}
else
if(GetLocalInt(OBJECT_SELF, sName+"meerfin")==2)
{
AssignCommand(OBJECT_SELF, ActionAttack(oPC, FALSE));
}
}
void main()
{
string sName = GetName(GetPCSpeaker());
SetLocalInt(GetObjectByTag("ctf_richard", 1), sName+"spoketochilde", 1);
ActionSpeakString("I cannot talk with thee, speak to my father.", TALKVOLUME_TALK);
}
int StartingConditional()
{
string sName = GetName(GetPCSpeaker());
if (GetLocalInt(GetObjectByTag("ctf_richard", 1), sName+"spoketochilde")==1) return TRUE;
else return FALSE;
}
I used to binge smoke street cannabis to the point that someone sold me a gramme of wormwood. I survived a blunt, a fingernail's length off of a cigarette is the amount of 'bacco and, well, 0.2 of a gramme of wormwood? That's the amount of cannabis that I usually used.Have you tried eating 5-7 grams of psilocybe cubensis mushrooms before writing, from my experience it helps
I'm sober nowadays.
Update: I managed to script the prologue. It's not easy but understandable once you get what is what. Scripts won't work right away but they sure as hell will once you understand why they don't. There is no chance of impossibility.
Come on, 'dex, I know you've got it in you to take this seriously.
- Dialogue.
- Animation of worship before the ending.
- Fade out to black and teleport to next area at the end.
I had around a 20 downloads on a capitalised D E M O. It's not that bad. I agree Beamdog could've upped the models to KotOR but they did something else. IDC.You're about 23 years late to the party, fam. Even the janitor who cleaned up the leftovers is retired.
Sorry, no time. If you've got players on the Vault, use their feedback.Gargaune, I love you already but can you listen to one last plea from me? I would like to ask you to check my module on your own Aurora Toolset, you have permission to do so, and tell me everything that you can. That should kickstart my brain not to need anyone's help anymore. I know you might not have the time or the Enhanced Edition + all Premium Modules so it's cool if you don't want to.
https://neverwintervault.org/project/nwn1/module/caitiff
[...] use their feedback.
Apologies but since I'm the only modder, I pick the direction.
I eke bethink thee shouldst stand ho being a dram wench each timeth someone gives thee a comment yond thee liketh not.