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Re: Player Housing Questions

Posted: Sat Apr 07, 2012 11:23 pm
by terror2001
There is already an invisible object called 'Seat' in the custom palette if you want to use that one rather than make your own.

Re: Player Housing Questions

Posted: Wed Jun 19, 2013 2:38 pm
by demonlady
I'd like to use a couple of scripts that are used on Avlis too.
I did look for a script package for Arkaz but didn't find it, so I hope I can use these.

They are:
- jump_pc_2wp
- jump_pc_2wp_xtra
- autoclose
- autocloselock

The first jumps a PC who uses an item (like a trapdoor or ladder) with this script attached to the OnUse to a waypoint.
The second does the same, but only if the PC has the right key.
The third one, when attached to the OnOpen, automatically closes a door some time after it opened.
The last one does the same but also locks the door.

Regards,

Demonlady

Re: Player Housing Questions

Posted: Wed Jun 19, 2013 2:51 pm
by Greg-Pooh
There are many places on Arkaz that use similar behaviors, but I don't know if they're using the exact same scripts or not.

Re: Player Housing Questions

Posted: Wed Jun 19, 2013 8:30 pm
by demonlady
If you´d be willing to provide the names of those scripts I could use those instead and build conform Arkaz used standards.

Re: Player Housing Questions

Posted: Fri Jun 21, 2013 4:06 pm
by terror2001
jump_pc_2wp has the functionality of jump_pc_2wp_xtra already in it. It automatically checks to see if a key tag is defined in the key field and takes the appropriate measures.

Re: Player Housing Questions

Posted: Sat Jun 22, 2013 8:13 pm
by demonlady
The script as I'm familiar with it (the Avlis one) checks the Name field of the Waypoint where the 'jump' sends a character to.
Arkaz uses a different one but one that functions like you mentioned Terror ?

I'll look how keytags can be put in placables (like trapdoors) when I have some time to peek in the toolset.
Thanks for the answers so far.

Re: Player Housing Questions

Posted: Mon Jun 24, 2013 3:50 pm
by terror2001
It functions similarly, but I modified it to add an option for locks and keys, thereby eliminating the need for two distinct scripts that basically do the same thing.

Re: Player Housing Questions

Posted: Mon Jun 24, 2013 6:55 pm
by demonlady
I've had no time yet to put it on my trapdoor and ladder but will tomorrow.

Is there also a script to close (and maybe lock) doors after a certain time ?

Re: Player Housing Questions

Posted: Mon Jun 24, 2013 9:58 pm
by terror2001
autoclose and autocloselock. Each uses a local variable on the door/placeable for the close delay with a default of 20 seconds, I believe.

Re: Player Housing Questions

Posted: Mon Apr 18, 2016 4:56 pm
by mhogar
Something that people should know is: Do not make placeable/item/creature templates in your house!

If you add something to the menu on the right side of the toolset then you are making a template. You can also see this by opening the mod and use explorer to go to your NWN directory, then modules and the temporary directory that the toolset makes: 'temp0'. If you see an .uti, .utc or .utp file then you created a template.

The reason why: because the templates will end up in the modules and they cause issues with the palette becoming too big.

How to solve: drag another placeable from the menu into the area and then change the appearance. That placeable in your area you can copy paste as much as you want.

Mhog