
Search found 69 matches
- Sat Dec 06, 2003 2:16 pm
- Forum: Avlis News
- Topic: Avlis subcontractor gets promoted to full team member
- Replies: 25
- Views: 27514
- Fri Nov 21, 2003 9:46 am
- Forum: NWN Scripting
- Topic: Quick question on syntax...
- Replies: 2
- Views: 5635
This will make the object speak the line :
use SendMessageToPC if you want it to appear in the Server message window, the rest is the same 
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ActionSpeakString("You have been given " + IntToString(vGoldAward) + " gold coins.");

- Tue Nov 18, 2003 7:05 pm
- Forum: NWN Scripting
- Topic: Prevent & log reconnect on dying
- Replies: 2
- Views: 5589
Prevent & log reconnect on dying
This script logs the number of times a player logged off while dying, send him/her a message with the number of times this cheat was attempted, logs it in the logfile and sends a message to all DM's. I hope it's of any use :) OnClientLeave : void main(){ object oPlayer = GetExitingObject(); int iLea...
- Tue Nov 11, 2003 9:37 pm
- Forum: NWN Scripting
- Topic: Statue In A Pose
- Replies: 6
- Views: 9291
You got it right there Jolly

Code: Select all
void main {
AssignCommand(OBJECT_SELF, ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT));
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF));
SetPlotFlag(OBJECT_SELF, TRUE);
}
- Tue Nov 11, 2003 8:52 pm
- Forum: NWN Scripting
- Topic: Statue In A Pose
- Replies: 6
- Views: 9291
I tried a similiar thing, but the NPC will only play the animation at the time you're near it. If you leave the area and re-enter it, the statue will be standing in default pose again :? [edit] What exactly should the script do ? With your code you are trying to petrify the nearest player to the spa...
- Sat Oct 04, 2003 6:39 am
- Forum: NWN Scripting
- Topic: Effect emiters without OnHeartbeat?
- Replies: 22
- Views: 24305
You could give him a custom "onSpawn" script which only adds the lines to give the effect to him. With the default script that would be something like : #include "x0_i0_anims" #include "x0_i0_treasure" void main(){ effect eEff = EffectVisualEffect(VFX_DUR_DARKNESS); ApplyEffectToObject(DURATION_TYPE...
- Wed Oct 01, 2003 8:01 am
- Forum: NWN Scripting
- Topic: BlackJack Script
- Replies: 1
- Views: 4855
- Mon Sep 29, 2003 10:25 am
- Forum: NWN General Discussion
- Topic: Issac spells and a few others
- Replies: 9
- Views: 9255
- Sat Sep 20, 2003 11:20 pm
- Forum: NWN Scripting
- Topic: NPC's guard tradeskill tools
- Replies: 5
- Views: 8285
Knowing nothing of scripting, this looks cool. I assume the NPC in question has to actually see/hear the PC in question though for this to work? Well... "See"... I'm sure someone who's around will hear people smash their swords on an anvil. The NPC's walk towards the attacker first yelling a warnin...
- Sat Sep 20, 2003 12:48 pm
- Forum: NWN Scripting
- Topic: NPC's guard tradeskill tools
- Replies: 5
- Views: 8285
NPC's guard tradeskill tools
Put this in OnDamaged of a placable to have any NPC attack the attacker of the placable after two warnings. Maybe this is useful ? void ShoutWarning(object oNPC, int iNumber, object oTerrorist){ string Warning = ""; switch(iNumber){ case 1 : switch(d6()){ case 1 : Warning = "Hey, what the hell are y...
- Tue Sep 16, 2003 8:37 pm
- Forum: NWN Scripting
- Topic: NWN Snowball Fight
- Replies: 0
- Views: 4429
NWN Snowball Fight
This script uses a custom item. When it's activated, the player may target another player or NPC. If the gloves aren't equipped, they won't do anything. If there's no snowy weather, they won't do anything either (I didn't find a way to check for a particular tileset, this was the closest I could fin...
- Sun Sep 14, 2003 1:09 pm
- Forum: NWN Scripting
- Topic: recording speech
- Replies: 29
- Views: 30696
- Sun Sep 14, 2003 12:36 pm
- Forum: NWN Scripting
- Topic: Statues in NWN
- Replies: 8
- Views: 11559
Statues in NWN
I remember people trying to get statues with petrify, but the statues always moved their head after. I just found an easy function which can be used to create staturs which don't move heads. Just apply the following on them onSpawn, or during an animation if you want them to take on a different stan...
- Sun Sep 14, 2003 12:31 pm
- Forum: NWN Scripting
- Topic: recording speech
- Replies: 29
- Views: 30696
- Fri Sep 12, 2003 5:41 pm
- Forum: NWN General Discussion
- Topic: SoU Voiceset disappearance
- Replies: 0
- Views: 3270
SoU Voiceset disappearance
I noticed that after creating a character with the SoU voiceset "Prankster", there was no problem until I logged on to Avlis for a second time. After that, I could still select any voice command on the radial menu or via the hotkeys, but I didn't see nor hear any speech. A DM thought it might be a H...
- Mon Sep 08, 2003 7:58 am
- Forum: Avlis News
- Topic: Avlis and Hala link goes public!!
- Replies: 40
- Views: 42583
- Fri Sep 05, 2003 2:18 pm
- Forum: NWN Scripting
- Topic: Pull Chain for Shower
- Replies: 8
- Views: 10950
- Wed Sep 03, 2003 6:04 pm
- Forum: NWN Scripting
- Topic: Script change floaty names?
- Replies: 12
- Views: 15532
A char is an object, which is saved by the game on the server, in a file... As far as I know it's only possible to change a floaty name by opening up the file and changing it there... Posessing another (fe)male would require moving the inventory to that new "object", equipping every item the player ...
- Wed Sep 03, 2003 1:18 pm
- Forum: NWN Scripting
- Topic: Encountercreature Despawning
- Replies: 7
- Views: 9630
- Wed Sep 03, 2003 1:00 pm
- Forum: NWN Scripting
- Topic: Encountercreature Despawning
- Replies: 7
- Views: 9630
- Wed Sep 03, 2003 12:28 pm
- Forum: NWN Scripting
- Topic: Encountercreature Despawning
- Replies: 7
- Views: 9630
@Sindol : I didn't know Avlis had a script for despawning... I recall putting a script here for Remains removal which got a similiar remark =) Then again... I haven't been able to login to Avlis because I haven't acquired SoU yet :( @Dirk Whoops, Good point there Dirk, I fixed it. Thanks =P It now a...
- Wed Sep 03, 2003 11:59 am
- Forum: NWN Scripting
- Topic: Encountercreature Despawning
- Replies: 7
- Views: 9630
Encountercreature Despawning
This script is useful to prevent low level players from being killed by leftover creatures, spawned by higher lvl players. The script checks the area for players. If there are no players in the area, it will check for players again after 30 seconds. If there are no players at that time, the creature...
- Wed Aug 27, 2003 4:59 pm
- Forum: NWN Scripting
- Topic: switch/case
- Replies: 19
- Views: 22011
Actually, You could also change your Random function like this : Instead of Random(37) , which generates values from 0 - 37 Random(36) + 1 , which generates values from 1 - 37 :) As for arrays, you could try to make a linked list instead, with a '%%' or something to divide the strings/integers you'd...
- Wed Aug 27, 2003 3:14 pm
- Forum: NWN Scripting
- Topic: switch/case
- Replies: 19
- Views: 22011
2g.nss(5): ERROR: NON INTEGER EXPRESSION WHERE INTEGER REQUIREDJollyOrc wrote:am I remembering it right when I say that switch - case only checks integers ? So no
?Code: Select all
switch (name) { case "John" : <blablablabla>; break; case "joe": <blablablabla>; break; }

- Wed Aug 27, 2003 2:40 pm
- Forum: NWN Scripting
- Topic: switch/case
- Replies: 19
- Views: 22011
switch(d3()){ case 1 : <blablablabla>; break; case 2 : <blablablabla>; break; case 3 : <blablablabla>; break; } If you use the "Random" function, you should start with "case 0" About testing for either this or that item, you should use the pipes : || if(GetIsDay() || GetIsDawn()) DoSomething(); els...