Post by Stingray888 on Aug 9, 2013 23:46:15 GMT
Topic: Stingray's Stings (Read 1096 times)
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Re: Stingray's Stings
« Reply #240 on: July 06, 2013, 04:38:39 PM »
I think when I get done with the Grove it's going to be the coolest place in Karador... Grin
This is what I call extreme makeover Karador edition.....
« Last Edit: July 06, 2013, 04:40:33 PM by Stingray888 » Logged
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Re: Stingray's Stings
« Reply #241 on: July 06, 2013, 09:42:58 PM »
Well, I've done all that I can reasonably do with the Grove. I'm sure there is more I could do but this should be good for now. I even added a few more things I stumbled across from the toolset at the last moment. Now the testing begins minus anything to do with combat, that will need to be done in-game with a DM present.
*Music still needs to be added...*
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Re: Stingray's Stings
« Reply #242 on: July 06, 2013, 10:52:56 PM »
Massive tree in NW of Irveg .... added.
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Re: Stingray's Stings
« Reply #243 on: July 06, 2013, 11:16:35 PM »
nice!
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Re: Stingray's Stings
« Reply #244 on: July 06, 2013, 11:31:56 PM »
About to change the ambient nighttime sound in the grove from 'magical' to something else. That damn thing is high pitched and hurts my head....
One of the encounters didn't spawn. I think the trigger needs to raised up but not sure. Elevations might be the issue.
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Re: Stingray's Stings
« Reply #245 on: July 07, 2013, 12:04:31 AM »
Encounter triggers could also have a faction assigned to them. The person entering needs to be hostile to Te trigger to fire.
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Re: Stingray's Stings
« Reply #246 on: July 07, 2013, 11:48:58 AM »
Ok, you were right about the encounters. I had faction defender and when changed to hostile, they appeared. Now the problem is that they are not walking waypoints but I think that is because I used the encounter tag and not the actual creature tag for the waypoints.
I added a rainbow to the waterfalls but it stays around at night and that doesn't makes sense. I'm either going to remove it or need a script that makes it go away at night time.
The treant guards don't seem to turn around and face their POST waypoint like some of the other NPC's do. I'll have to check if they have walkwaypoints activated in the conversation scripts.
I need to fix the entrance message and tie it in to the 'on enter' of the area with the xp script already there and save it as a new script.
Everyone needs to check this out/use it in Karador for better skies both day and especially night: nwvault.ign.com/View.php?view=textures.Detail&id=62
(It works and looks good!)
I put these scripts on animals and some weaker NPC types and I noticed the animals are always running away from you. I thought they would run ONLY if they saw an enemy or were attacked. Am I using the wrong scripts here? For NPC's who have these and walkway points, they don't run away from you but their walk movement is fast. Unless they are somehow detecting the fact that my 'test' character is evil. Maybe I should try a good character and see what happens.
nw_c2_commoner2 : Commoner (cowardly) OnPerceive
nw_c2_commoner5 : Commoner (cowardly) on attacked
nw_c2_commonerd : Commoner (cowardly) Userdefined (return to location etc.)
I'm using these placeables called: Cloud, Ambient shadow
They work perfectly in the toolset but don't move (animate during the single player testing). They are by default 'activated'. Not sure why they are not animating.
I set some of the NPC healers so they animate during their healing. The problem I ran into is that I chose worship (meaning their god for assistance) but it looks like they are worshiping the person they are talking to. I wanted to choose 'pray' not 'worship' but pray doesn't show up as an option in the conversation. Anyone know why it is not there?
« Last Edit: July 07, 2013, 03:09:04 PM by Stingray888 » Logged
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Re: Stingray's Stings
« Reply #247 on: July 07, 2013, 07:41:02 PM »
well create object at location destroy object would be the way to go with the rainbow.
Rather than create a new on enter that has everything the old one does... use the executescript function to execute our normal script that way if we make changes to that on enter script we wont have to update yours.
the onperceive event runs when a creature percieves another pc. so my guess is if you do not put the onpercieved event it wont run away unless attacked
you could make a script for praying...
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Stingray888
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Re: Stingray's Stings
« Reply #248 on: July 07, 2013, 07:56:23 PM »
I already made another combined script for the on enter.
All this other stuff is something I'm going to have to figure out. I still don't understand scripting that well.
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Re: Stingray's Stings
« Reply #249 on: Today at 02:56:04 PM »
Well my test run with Carlee lasted all of 2 min. before it crashed.
The warning that was supposed to pop up on enter didn't appear and my encounter creatures are still not walking waypoints...
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Re: Stingray's Stings
« Reply #250 on: Today at 03:05:07 PM »
I'm going to add nw_walk_wp to the on enter script of the encounters themselves and see what happens.
Stingray888
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Re: Stingray's Stings
« Reply #240 on: July 06, 2013, 04:38:39 PM »
I think when I get done with the Grove it's going to be the coolest place in Karador... Grin
This is what I call extreme makeover Karador edition.....
« Last Edit: July 06, 2013, 04:40:33 PM by Stingray888 » Logged
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Stingray888
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Re: Stingray's Stings
« Reply #241 on: July 06, 2013, 09:42:58 PM »
Well, I've done all that I can reasonably do with the Grove. I'm sure there is more I could do but this should be good for now. I even added a few more things I stumbled across from the toolset at the last moment. Now the testing begins minus anything to do with combat, that will need to be done in-game with a DM present.
*Music still needs to be added...*
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Stingray888
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Re: Stingray's Stings
« Reply #242 on: July 06, 2013, 10:52:56 PM »
Massive tree in NW of Irveg .... added.
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Harkker
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Re: Stingray's Stings
« Reply #243 on: July 06, 2013, 11:16:35 PM »
nice!
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Stingray888
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Re: Stingray's Stings
« Reply #244 on: July 06, 2013, 11:31:56 PM »
About to change the ambient nighttime sound in the grove from 'magical' to something else. That damn thing is high pitched and hurts my head....
One of the encounters didn't spawn. I think the trigger needs to raised up but not sure. Elevations might be the issue.
Logged
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Harkker
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Re: Stingray's Stings
« Reply #245 on: July 07, 2013, 12:04:31 AM »
Encounter triggers could also have a faction assigned to them. The person entering needs to be hostile to Te trigger to fire.
Logged
Stingray888
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Re: Stingray's Stings
« Reply #246 on: July 07, 2013, 11:48:58 AM »
Ok, you were right about the encounters. I had faction defender and when changed to hostile, they appeared. Now the problem is that they are not walking waypoints but I think that is because I used the encounter tag and not the actual creature tag for the waypoints.
I added a rainbow to the waterfalls but it stays around at night and that doesn't makes sense. I'm either going to remove it or need a script that makes it go away at night time.
The treant guards don't seem to turn around and face their POST waypoint like some of the other NPC's do. I'll have to check if they have walkwaypoints activated in the conversation scripts.
I need to fix the entrance message and tie it in to the 'on enter' of the area with the xp script already there and save it as a new script.
Everyone needs to check this out/use it in Karador for better skies both day and especially night: nwvault.ign.com/View.php?view=textures.Detail&id=62
(It works and looks good!)
I put these scripts on animals and some weaker NPC types and I noticed the animals are always running away from you. I thought they would run ONLY if they saw an enemy or were attacked. Am I using the wrong scripts here? For NPC's who have these and walkway points, they don't run away from you but their walk movement is fast. Unless they are somehow detecting the fact that my 'test' character is evil. Maybe I should try a good character and see what happens.
nw_c2_commoner2 : Commoner (cowardly) OnPerceive
nw_c2_commoner5 : Commoner (cowardly) on attacked
nw_c2_commonerd : Commoner (cowardly) Userdefined (return to location etc.)
I'm using these placeables called: Cloud, Ambient shadow
They work perfectly in the toolset but don't move (animate during the single player testing). They are by default 'activated'. Not sure why they are not animating.
I set some of the NPC healers so they animate during their healing. The problem I ran into is that I chose worship (meaning their god for assistance) but it looks like they are worshiping the person they are talking to. I wanted to choose 'pray' not 'worship' but pray doesn't show up as an option in the conversation. Anyone know why it is not there?
« Last Edit: July 07, 2013, 03:09:04 PM by Stingray888 » Logged
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Harkker
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Re: Stingray's Stings
« Reply #247 on: July 07, 2013, 07:41:02 PM »
well create object at location destroy object would be the way to go with the rainbow.
Rather than create a new on enter that has everything the old one does... use the executescript function to execute our normal script that way if we make changes to that on enter script we wont have to update yours.
the onperceive event runs when a creature percieves another pc. so my guess is if you do not put the onpercieved event it wont run away unless attacked
you could make a script for praying...
Logged
Stingray888
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Posts: 530
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Re: Stingray's Stings
« Reply #248 on: July 07, 2013, 07:56:23 PM »
I already made another combined script for the on enter.
All this other stuff is something I'm going to have to figure out. I still don't understand scripting that well.
Logged
"I'm important because I ACT important". Pilot Vasco Rodrigues to Pilot-Major John Blackthorne - Showgun
Stingray888
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Posts: 530
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Re: Stingray's Stings
« Reply #249 on: Today at 02:56:04 PM »
Well my test run with Carlee lasted all of 2 min. before it crashed.
The warning that was supposed to pop up on enter didn't appear and my encounter creatures are still not walking waypoints...
Logged
"I'm important because I ACT important". Pilot Vasco Rodrigues to Pilot-Major John Blackthorne - Showgun
Stingray888
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Re: Stingray's Stings
« Reply #250 on: Today at 03:05:07 PM »
I'm going to add nw_walk_wp to the on enter script of the encounters themselves and see what happens.