Search found 69 matches

by Neve
Sat Dec 06, 2003 2:16 pm
Forum: Avlis News
Topic: Avlis subcontractor gets promoted to full team member
Replies: 25
Views: 27514

Cool =) Congratulations !
by Neve
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 :

Code: Select all

ActionSpeakString("You have been given " + IntToString(vGoldAward) + " gold coins.");
use SendMessageToPC if you want it to appear in the Server message window, the rest is the same =)
by Neve
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...
by Neve
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); 
}
by Neve
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...
by Neve
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...
by Neve
Wed Oct 01, 2003 8:01 am
Forum: NWN Scripting
Topic: BlackJack Script
Replies: 1
Views: 4855

Cool ! I'll give it a go as soon as I get home. Thanks for sharing :D
by Neve
Mon Sep 29, 2003 10:25 am
Forum: NWN General Discussion
Topic: Issac spells and a few others
Replies: 9
Views: 9255

Floodgate made those two spells up :?
by Neve
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...
by Neve
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...
by Neve
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...
by Neve
Sun Sep 14, 2003 1:09 pm
Forum: NWN Scripting
Topic: recording speech
Replies: 29
Views: 30696

Sorry, I only just found that =p
by Neve
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...
by Neve
Sun Sep 14, 2003 12:31 pm
Forum: NWN Scripting
Topic: recording speech
Replies: 29
Views: 30696

About the floaty name over a null human issue : you can apply EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY) on it to make it totally invisible, even for the mouse pointer =)
by Neve
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...
by Neve
Mon Sep 08, 2003 7:58 am
Forum: Avlis News
Topic: Avlis and Hala link goes public!!
Replies: 40
Views: 42583

Awesome! I'm going to check it out as soon as possible. Congrats :)
by Neve
Fri Sep 05, 2003 2:18 pm
Forum: NWN Scripting
Topic: Pull Chain for Shower
Replies: 8
Views: 10950

"Drip" goes down =p
by Neve
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 ...
by Neve
Wed Sep 03, 2003 1:18 pm
Forum: NWN Scripting
Topic: Encountercreature Despawning
Replies: 7
Views: 9630

Yup, that's basically how mine works aswell, mine despawns all hostile NPC's after a delay if there are no players in that area at that time, otherwise it retries after a while etc.
by Neve
Wed Sep 03, 2003 1:00 pm
Forum: NWN Scripting
Topic: Encountercreature Despawning
Replies: 7
Views: 9630

Hmm, my script doesn't use EffectKill(), which indeed just drops them dead on the floor (And possible inventoryitems will be dropped as loot), the DestroyObject function fades the creatures away :)
by Neve
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...
by Neve
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...
by Neve
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...
by Neve
Wed Aug 27, 2003 3:14 pm
Forum: NWN Scripting
Topic: switch/case
Replies: 19
Views: 22011

JollyOrc 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; 
}
?
2g.nss(5): ERROR: NON INTEGER EXPRESSION WHERE INTEGER REQUIRED :P
by Neve
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...