Wind knockdown script?

Moderator: Event DM

Post Reply
Bigdaddy037
Scholar
Posts: 1154
Joined: Wed Jun 09, 2004 9:48 pm
Location: Raleigh NC USA
Contact:

Wind knockdown script?

Post by Bigdaddy037 » Fri Sep 09, 2005 6:54 pm

I saw this in the library:
viewtopic.php?t=28581

Code: Select all

void main() { 
        object oTriggerer; 
        oTriggerer = GetEnteringObject(); 
        if(GetIsObjectValid(oTriggerer)) { 
            ExecuteScript("x0_s0_earthquake", oTriggerer); 
        } 
}  
and it got me thinking: can this be modified or used to replicate a large gust of wind (think blizzard) knocking down a character?

I don't have access at the moment to the "x0_so_earthquake" script, but I don't remember there being anything specific to there being an Earthquake in the message to the PC, just "PC takes x damage from someone".

Any thought to a scripting newbie on this?
thanks in advance.
Dralix
Elder Sage
Posts: 4761
Joined: Thu Jul 17, 2003 6:08 pm
Location: FTP

Post by Dralix » Fri Sep 09, 2005 7:36 pm

The spell "Gust of Wind" has a knockdown effect. You might want to take a look at that.

Or course I could be talking out of my ass here, since I've never even looked at NWN scripting ...
User avatar
Jonezie
Team Member; Retired with Honors
Posts: 3905
Joined: Wed Jun 09, 2004 7:05 am
Location: Melbourne (GMT +10)

Post by Jonezie » Sat Sep 10, 2005 12:18 am

You do have access to the earthquake script - it's a standard Bioware thing. Goto your script editor, and select 'Open'. In the bottom left-hand corner, you should see three options - 'Module Resources', 'Hak resources' and 'All resources'. Choose 'All resources' and you'll be able to modify all of the standard scripts.

However, changing anything in a 'nw_s*' script will affect the magic system, so I wouldn't reccomend it - you're much better off writing a new script. I'll write something up later on when I'm more fully awake.
Post Reply