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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Jul 9, 2002.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Z-Layrex)

    David Gaider, Designer

    GetNearestCreature():

    Quote: 2. GetNearestPC: Gets the nearest PC. I dont know whether or not you noticed the huge topic I got going, but a lot of people need this function. I thought for over an hour on how I could do it, and couldn't think of a way.

    GetNearestCreature (CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);

    That gives you the nearest PC to whatever is running the current script.

    Quote: 3. FadeToBlack: Makes the screen fade to black. I think about every 1 out of 1 person has requested something like this, where the screen fades to black and then does an area transition.

    I have used EffectDarkness and applied it to the PC's before performing the transition. It actually looks not too bad... the screen turns black (from their perspective), although they can still press tab to highlight objects and can see themselves ever so faintly. But it gets the point across. I then remove the effect after the transition. A more cinematic-looking FadeToBlack command would be nice to have in the future though, for sure.


    Placeables: Placeables aren't supposed to be stackable. They DO stack, however, if you place one on top of the other when you first drop it in the module. Unintended effect. Actually, if you do stack placeables (especially to block something off) I would heartily that they remain static... else you might have a real pathfinding problem on your hand.

    Noel Borstad, Programmer


    Action Queue: Any void returning function can be inserted into the action queue using ActionDoCommand()

    ActionSpeakString( "yowza" );
    ActionDoCommand( RemoveEffect(eBadEffect) );
    ActionSit( oChair );


    Brenon Holmes, Programmer


    Static Placeables: You could say that the static setting could also be "scenery object" or something like that... when you click the static checkbox, when the object gets loaded into the game it behaves exactly like tile geometry in that it cannot be modified...You'd use this for placeables you wanted to use for decoration... like candelabra's that couldn't be destroyed, crates stacked on top of one another off in a corner somewhere... things like that...Having lots of non-static placeables has an adverse affect on the pathfinding... So it's generally a good idea (if you have lots of placeables in a room) to have more static than not (if it can be avoided) *especially* if it's just for ambiance/scenery...

    More:
    *nods* As far as I'm aware, static objects are still interactable via scripting... ie: you could tell a creature to sit on a chair... but I don't think you can have an object "useable" and "static" at the same time (player interaction).
     
    Last edited by a moderator: Jan 4, 2018
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