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Neverwinter Nights => NwN Building => Script Request => Topic started by: Illutian on January 28, 2005, 11:23:07 PM

Title: portal
Post by: Illutian on January 28, 2005, 11:23:07 PM
um...anyone know how to make a portal (sorta like the one the campaign uses) that would allow one to jump to partyleader or go back to where they died?
Title: portal
Post by: Tea-cup on January 29, 2005, 05:05:49 AM
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um...anyone know how to make a portal (sorta like the one the campaign uses) that would allow one to jump to partyleader or go back to where they died?
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Did you take a look at the campain?

-Mel
Title: portal
Post by: Illutian on January 29, 2005, 02:59:26 PM
ya i did...but i'm no longer using the same OnActivate script...and i'm sure there's a much cleaner version
Title: portal
Post by: Tea-cup on January 29, 2005, 03:37:54 PM
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ya i did...but i'm no longer using the same OnActivate script...and i'm sure there's a much cleaner version
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You need something to find the party-leader and portal to that and something that stores the player location when the player dies. And use that to portal to. For that last you can use setlocallocation,  for the first use Getfactionleader. Then just write a few script and a conversation for the portal.

If it's not clear I may write some code if I have the time for it. Not a promise.

-Mel
Title: portal
Post by: Xen on January 29, 2005, 05:00:44 PM
OnPlayerDeath ----> CreateObject(liek a light?) -----> SetLocalInt(oLight*Player CD Key*) ---->
Portal in town* OnUsed GetObjectByTag(Light object that was spawned) ------> If GetLocalInt(oLight)==oPCCD) port player(oPCCD = GetPCPublicCDKey ----> else if cant find a local int matching oPC's CD Key Get the next object, scan again.


Several other methods, make sure the "Light" its destroyed when the player uses the portal in (Town?)

I dunno, Its been a long time =P

Xen.
Title: portal
Post by: Tea-cup on January 29, 2005, 05:30:05 PM
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OnPlayerDeath ----> CreateObject(liek a light?) -----> SetLocalInt(oLight*Player CD Key*) ---->
Portal in town* OnUsed GetObjectByTag(Light object that was spawned) ------> If GetLocalInt(oLight)==oPCCD) port player(oPCCD = GetPCPublicCDKey ----> else if cant find a local int matching oPC's CD Key Get the next object, scan again.
Several other methods, make sure the "Light" its destroyed when the player uses the portal in (Town?)

I dunno, Its been a long time =P

Xen.
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Storing the location seems me cleaner and more effcient.

That idea could be used to make a r.i.p. sign or so on the place the player dies, till he/she returns. Would be nice too. :)

-Mel
Title: portal
Post by: Illutian on January 30, 2005, 11:16:01 PM
*smacks forehead* guess what...i dun need to do a "port to death place" yo ass is gonna lay there till someone raises/resses you :P (part of the lootable corpses script) well then...it should be easier to do this than i thought THANKS ^_^
Title: portal
Post by: Tea-cup on January 31, 2005, 06:50:36 PM
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*smacks forehead* guess what...i dun need to do a "port to death place" yo ass is gonna lay there till someone raises/resses you :P (part of the lootable corpses script) well then...it should be easier to do this than i thought THANKS ^_^
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Other words, you rejoin :P

-Mel
Title: portal
Post by: Illutian on February 01, 2005, 10:06:57 AM
what? leave when you die and rejoin alive? oh no my friend YO ASS WILL BE PART OF THE GRASS STILL muahahaha (plus i do believe your character will remain there even after u leave)
Title: portal
Post by: Celestial1 on February 01, 2005, 12:54:19 PM
Regen + a couple relogs = back alive

You get one round of regen when you log back in before you 're-die.' Enough logging will keep the regen coming in, and once you have over 1 hp you are alive.

~Celestial
Title: portal
Post by: Illutian on February 02, 2005, 10:15:44 AM
then i'll have to kill you ;)

*yes, when tirisfal is up i will be on it about 98% of the time >:}