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Messages - Daniel1975

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121
Script Request / stunning script
« on: December 31, 2004, 01:26:14 PM »
This is our script that declares the functions of our stunner.
But there is a problem I am not able to find...I'm sure the problem is pretty simple but still I can't see it  :angry2:
The script is divided into two parts

  if (GetTag (oItem) == "SpielerStunner")
   {
    object oTarget   = GetItemActivatedTarget();
    int iStunner     = GetLocalInt(oSpieler, "Stunned");
    int iChanged02   = GetLocalInt(oTarget, "AppChanged");

    if (iChanged02 == 1) return;

    if(GetIsDM(oTarget))return;

    if (iStunner == 0)
     {
      effect eVisual1 = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
      effect eVisual2 = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
      effect eVisual3 = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
      effect eVisual4 = EffectVisualEffect(VFX_DUR_ICESKIN);
      effect eVisual5 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
      effect eHold    = EffectStunned();
      effect eHold2   = EffectParalyze();
      effect eHold3   = EffectDominated();
      effect eHold4   = EffectPetrify();
      effect eHold5   = EffectFrightened();

      AssignCommand(oTarget,ClearAllActions());
      SetLocalInt(oTarget, "DM_Hold_Flag", 1);
      SetLocalInt(oTarget, "DM_No_Magic", 1);

      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual1, oTarget);
      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual2, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual3, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual4, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual5, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold2, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold3, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold4, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold5, oTarget);

      SetCommandable(FALSE, oTarget);
      SetCutsceneMode(oTarget, TRUE);
      DelayCommand(0.2, SetPlotFlag(oTarget,TRUE));
      SetLocalInt(oTarget, "Stunned", 1);
     }
    if (iStunner == 1)
     {
      // object oTarget =  GetItemActivatedTarget();
      // int iFlag = GetLocalInt(oTarget, "DM_Hold_Flag");

      effect eEffect = GetFirstEffect(oTarget);
      effect eVisual = EffectVisualEffect(VFX_IMP_HEALING_L);
      effect eVisual2 = EffectVisualEffect(VFX_IMP_HEAD_HEAL);
      AssignCommand(oTarget, ClearAllActions());

      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget);
      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual2, oTarget);

      while (GetIsEffectValid(eEffect))
       {
        RemoveEffect(oTarget, eEffect);
        eEffect = GetNextEffect(oTarget);
       }
      SetLocalInt(oTarget, "DM_Hold_Flag", 0);
      SetLocalInt(oTarget, "DM_No_Magic", 0);
      SetCommandable(TRUE, oTarget);
      SetCutsceneMode(oTarget, FALSE);
      DelayCommand(0.2, SetPlotFlag(oTarget,FALSE));
      SetLocalInt(oTarget, "Stunned", 0);
     }
    }


As it is right now it only stuns the target  <_<
This is how it is supposed to work:

The first time you activate the stunner on a player the player will be stunned and can't do anything...most of us know this effect I suppose  :D
Then when you activate the item a second time on the stunned player the effect is supposed to be undone with some effects.

For Mel:

When you read this please could you simplify this script a little? That would be really great...I tend to do most things a little too complicated  :D

Thanks a lot!

A happy new year to everyone!!!

122
Script Request / boot script
« on: December 31, 2004, 11:56:30 AM »
THX!!! This is great!!!  :D

123
Script Request / boot script
« on: December 31, 2004, 10:19:26 AM »
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hmmm...but wouldn't I need to give every caller another localstring? Or else the problem would be the same or not???
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I had the same problem.. This is what I use, and it works.. Put this on you OnActivate Script if you want to..

Code: [Select]
location lLocation=GetItemActivatedTargetLocation();
        object oOther = GetItemActivatedTarget();
         object oItemUser = GetItemActivator();
        SetLocalLocation(oItemUser,"location",lLocation);
        SetLocalObject(oItemUser,"object",oOther);

For your scripts.. Like teleport one.. Put this instead of GetItemActivatedTarget..

Code: [Select]
object oUser=GetPCSpeaker();
     object oPC = GetLocalObject(oUser,"object");

Apply effects to oPC.. You can change the names to go with your script if you want to use it..
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I use a other way. But this looks very fine and easy to add in the scripts you have gwydion. I would use it  :)

My way is to store use that localint part only in the scripts that need it. Other words, the onactivteitem event is justthe origenal for me. And I use it in a bit different way because I want a BAN to work even if the target left the game. But you don't need that anyway.

-Mel
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thank you all for helping me!  :D

And yet another question:

Problem:

All items with special powers (like stunner etc.) seem to have a short range only so you have to be very close to the target to activate its power on a player. Is there a way to increase the range? (for example like the range of the spell "fireball" ?)

124
Arivs / Arvis Idea
« on: December 30, 2004, 03:50:26 PM »
[/quote]Actualy, it's getting a bit too busy. I'll have to drop things here. Like arivs.

But won't be a problem as poeple say gs will be up soon.

-Mel
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[/quote]

hmmm I don't know if I won't GS back now we have Arivs... :)

125
Arivs / clan tournament
« on: December 29, 2004, 02:01:25 AM »
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I don't think I will get any other Ante members for this event but is there a way I could join another group without leaving Ante?
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most likely, maybe you could fill up Brujahs numbers (if they need it)

p.s.

its James again :P - remember me?  :rolleyes:
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I always thought Ante is not allied with Brujah so it is not very likely that I will join them in this tournament...it would be like a betreyal  :angry:
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well, find a clan with few active members and ask to make up numbers..
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hmmm this will take too much time. So Ante's won't join.  :(

126
Arivs / clan tournament
« on: December 28, 2004, 07:06:09 PM »
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I don't think I will get any other Ante members for this event but is there a way I could join another group without leaving Ante?
[snapback]14101[/snapback]
most likely, maybe you could fill up Brujahs numbers (if they need it)

p.s.

its James again :P - remember me?  :rolleyes:
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I always thought Ante is not allied with Brujah so it is not very likely that I will join them in this tournament...it would be like a betreyal  :angry:

127
Script Request / boot script
« on: December 28, 2004, 06:44:09 PM »
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If I'm right, GetItemActivatedTarget does get the last object that was targetted. Doesn't matters by what. I would get the target when you use the item. Right on that moment. And store the information on the player that is targetting. Then use that information to get the target back when the action is done. Use localstrings or something and a loop to get matches trough the pc's logged on.

-Mel
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hmmm...but wouldn't I need to give every caller another localstring? Or else the problem would be the same or not???

128
Arivs / clan tournament
« on: December 28, 2004, 06:39:09 PM »
I don't think I will get any other Ante members for this event but is there a way I could join another group without leaving Ante?

129
Arivs / clan tournament
« on: December 28, 2004, 05:17:39 PM »
I don't think we Anted will join.
Alkti is away for a few days and I didn't saw any other Ante-member since weeks. It's sad but this is the way it is...

130
Script Request / boot script
« on: December 28, 2004, 04:40:25 PM »
All special items in our mod are combined in one script "item_activate" that goes in "OnItemActivate" in module-events.
The part where the behaviour of the teleport item is declared goes like this:

  if (GetTag (oItem) == "Teleporter")
   {
    AssignCommand(oSpieler, ActionStartConversation (oSpieler, "use_teleporter", TRUE));
   }


This starts the conversation where you can choose where you want to teleport the target (the target can be yourself).
Every teleport-script goes like this:


void main()
{
 object oPC = GetItemActivatedTarget();
 object oTarget = GetWaypointByTag("WP_Arena_to_Gateway");
 location lTarget = GetLocation(oTarget);
 int iGender = GetGender(oPC);

 effect eVisual01 = EffectVisualEffect(VFX_IMP_MAGIC_PROTECTION);
 effect eVisual02 = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);

  ClearAllActions();
  if (iGender == GENDER_FEMALE)
   {
    PlaySound("vs_chant_necr_lf");
   }
  if (iGender == GENDER_MALE)
   {
    PlaySound("vs_chant_necr_lm");
   }
  ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual01, oPC);

  DelayCommand(1.8, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual02, oPC));
  DelayCommand(3.2, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
}



But when two players are using the teleporter at the same time it happens that one chooses his destination but the other player gets teleported instead of him.
There must be a way ... but I don't know that...  :(

131
Script Request / boot script
« on: December 27, 2004, 02:31:58 PM »
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Daniel, just do what i did and give everyone an item that teleports them to certain areas (that way they don't have to keep coming back to the same area)...course i don't know if you are a PvP or an Adventure mod
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As far I know he use that now, but want's the dialoge way.
Right?

-Mel
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yes, I do. I don't want to use a single item for every area I want to teleport because then you get a flood of items in your inventory.
I just want a single teleport-item that starts the teleport-conversation with the one who activates it. The script for that item is used in "OnActivateItem" but it only starts the conversation. The teleport-scripts are connected to the conversation.
But this way it doesn't work always as it should...but I told you about the problem already.
I am not at home right now so I can post the teleport-script tomorrow when I am at home again.
I think the error happens because the script doesn't know exactly what player to teleport. There must be a way to make a difference between every player who is activating the teleport-conversation.

132
Script Request / boot script
« on: December 26, 2004, 01:14:42 PM »
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Daniel1975:
Sounds to me like you're both getting the same dialog, I don't know if that helps but I've seen it happen :P
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hmmm so you mean that everyone who gets a teleporter and activates it must get his own dialog window?

133
Script Request / boot script
« on: December 26, 2004, 12:58:24 PM »
may be anyone can help me with this problem:

In our ante mod I made an item called "Teleporter".
Once activated it starts a conversation where you can choose where you want to teleport yourself or the chosen target.
So far it works fine but there is one problem:
When two or more players activate the item at the same time it seems the teleport script doesn't know which player to teleport and so it happens that another player is teleported.
For example:
Someone activates the teleporter and a dialog window appears for him. I do the same. But while I'm still choosing where to go the other player already made his descission but instead of him I get teleported.
I don't know how to change that.
Is there a way to prevent that from happening?  :huh:

134
GodSpire General / Official Randomer Thread
« on: December 23, 2004, 04:17:20 PM »
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I got randomed by some fat dwarf today, his name was mo
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oh that is good to hear!!! What a relief! LOL  :P  :P

135
Random Ranting / True life ghost stories
« on: December 23, 2004, 05:28:25 AM »
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women do lose their physical beauty as they age :/


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thats rather sexist you know. you're generalizing in a sence that makes it sound like *only* women lose physical beauty as they age, and btw women can be very beautiful in old age like my grandmother who died of cancer two years ago, AND i dun think it was the grandmother, the grandmother would have been gentler....


-Lord Elessar
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In germany we have a saying that goes like: "Women get old, but men get interesting"  :P

136
NWN 2 General / NWN2 Spoiler
« on: December 23, 2004, 05:21:16 AM »
Would be interesting to know if we can swim or climb in NWN2 or if birds or other creatures that can fly are able to fly across chasms or water or even gates/walls  :)

137
GodSpire General / Official Randomer Thread
« on: December 23, 2004, 04:44:34 AM »
ah and Mo, I don't have a problem with authoryties. I don't know why you are so angry and have to say things like that. You call it "to be completely honest" but you should better call it "to be completely impolite" but then we could shake hands in this case  :P
I think you have a problem with yourself cause it seems that you think all you do is right!
So this is all I will say about it  :excl:

Merry X-mas to all of you!  :lol:

138
GodSpire General / Official Randomer Thread
« on: December 23, 2004, 04:37:25 AM »
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Okay the last words from me in this matter to all DMs or Sents so they can think about it:

 :excl: You don't make people talk to you when you kill them repeatedly  :excl:

When you make them mad they won't listen to you at all! And that's why I wanted to talk to someone who didn't make me angry!

That's all! Case closed  :excl:
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Ah so you had to get the last word.  Ok how about this Daniel: I think you're a complete moron who has a problem with authority because you think you're something special and the rules don't apply to you.  I logged on and all I saw was YOU logging on with a sneaker archer and all you were doing was randoming the only other 2 players on the server...and you know what..I watched you kill them more than twice each and they never even fought you back...That is when I killed you and told you not to random..then you gave me attitude...So how about you stop whinning like a little baby cause really, nobody here gives a fly hoot about you or what you think.

Sorry I had to be brutally honest cause you deserve it now.
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it's sad because it seems you can't read or you can read but not understand  :(
you saw nothing because there were more than just two other players on and if I see them again I can proove it to you...but I want this case closed as mel wants it too. When DMs can't handle their powers I can't help it... :(
And there is no reason to say things like you did! If you would have only a bit of understanding you would know. And if anyone thinks I need to be banned then do so!  :excl:

139
GodSpire General / Official Randomer Thread
« on: December 22, 2004, 08:26:32 PM »
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I didn't knock anyone, all I did was explain how randomers are delt with (it has always been that way).  And I did try and resolve that issue with talk.  I wasn't the one who refused to speak.  I don't appreciate false accusations.  You know that already.
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Yea, I agree with Mo.  I don't see anything in his earlier post to indicate he was knocking anyone down.  Just seemed like a plain simple explanation...

And yea, a good way to help is to just notify a sent or DM about a randomer.  Otherwise, if you decide to handle the situation on your own and there was a sent(s) around who wasn't payin attention to the matter at hand, they could glance right on over and mistake you as a randomer.  Now, you could excercise your free right to have one free kill since you were randomed but if you do that it might show you're more concerned with payback/vengeance as opposed to keeping the order.  BUT, if memory serves me right, Mo once said in another post that if there ARE NOT any sents or DMs around then you are free to do whatever it is you want to keep the order.  Do remember to post the login and player name here in case they become a big problem though.
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Both reply's are not a reply on my post, and just say 'I didn't read well' or 'I don't know what I talk about'. Mo didn't talk to gwydion before killing him and Gwydion couldn't know Mo was on.  And Gwydion on his side shouldn't have refused to talk.

All I say to both, is to use talk a bit more, to prevent it from happening. None of both did mean anything bad whit their actions. That's why I would like to see this matter closed.

-Mel
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It was closed way before the posts on this thread
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That's true, I didn't like those posts either.

-Mel
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Okay the last words from me in this matter to all DMs or Sents so they can think about it:

 :excl: You don't make people talk to you when you kill them repeatedly  :excl:

When you make them mad they won't listen to you at all! And that's why I wanted to talk to someone who didn't make me angry!

That's all! Case closed  :excl:

140
GodSpire General / Official Randomer Thread
« on: December 22, 2004, 03:19:32 AM »
oh and btw, to all DMs and Sents on Arivs:

I never will try to help again!
Because help (when there is no DM or Sent online) doesn't seem to be wanted.  :P

141
GodSpire General / Official Randomer Thread
« on: December 22, 2004, 03:17:17 AM »
To all who it might concern:

I get the feeling that there are some persons who can't forget or forgive...or whatever.
It seems that my Nickname - which is "JustBehave" - still reactivates some bad memories in some players' heads!
Even I am playing nice since more than a year now still doesn't seem to count.
When there is a horde of randomers I still get punished even I was helping to handle the situation.
May be it is Mo I have to talk to but I don't really know what DM treated me like that a few days ago on Arivs.
 :excl: Just open your eyes  :excl:
I'm not the same I was when I first came to Godspire so don't treat me like a randomer anymore!!!

Sincerely...JustBehave!

thanks!  :glare:

142
NWN 2 General / Nwn2
« on: December 14, 2004, 09:14:59 AM »
The question is if it will be totally different than the first NWN and if we can still use characters and modules from NWN 1  :blink:


Gwydion

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