Search found 62 matches

by Dugaru327
Wed Dec 05, 2007 9:46 pm
Forum: General Discussion
Topic: BUG?
Replies: 1
Views: 3771

...huh
by Dugaru327
Wed Dec 05, 2007 9:18 pm
Forum: General Discussion
Topic: Character vault
Replies: 1
Views: 3665

NWN1? Don't think so. Unfortunately. It's kind of stupid, actually. You have to ask driller.
by Dugaru327
Wed Dec 05, 2007 9:13 pm
Forum: Blackstone Scripting Forum
Topic: How dare I?
Replies: 21
Views: 38025

I don't want Blackstone splintered. -driller Totally feel you. But to excite you guys, my module is extremely, largely, superly inspired by BSK and all its awesomeness. I threw some Zelda and WoW elements in there as well. Thanks driller. And now the catch: The module is nowhere near finished. Lol....
by Dugaru327
Wed Dec 05, 2007 9:10 pm
Forum: Blackstone Scripting Forum
Topic: Just wondering...
Replies: 46
Views: 65390

Here's an interesting dilemma. When a player quits, you are storing any changes made to the character. Is that using the ExportSingleCharacter function or something else? Should do that automatically for Server Vault. I must know, how are you handling subraces? I see that you're using creature skin...
by Dugaru327
Wed Dec 05, 2007 8:58 pm
Forum: Blackstone Scripting Forum
Topic: Random Frustrations >_<
Replies: 11
Views: 17449

ok, so the problem i had was a ridiculous "Duh!" type thing. smacked the forehead and moved on. But I'm still having a problem figuring out how in the heck you accomplished the subraces on BSK1. People are tellin me to edit the item property costs in the 2da's but I've had absolutely no l...
by Dugaru327
Wed Dec 05, 2007 8:57 pm
Forum: Blackstone Scripting Forum
Topic: Tips and Tricks
Replies: 10
Views: 17936

Blackrain wrote:is it possible to write a script that would do the following

if your of evil align you spawn at the Blackguard temple

if your of good align. you spawn at the Paladin temple

if your of neutral you spawn at the Neutral temple
Of course you can
by Dugaru327
Wed Dec 05, 2007 8:37 pm
Forum: General Discussion
Topic: Just curious
Replies: 3
Views: 5989

Just curious

How receptive would you guys be to a module filled with dungeons with puzzles in them, as well as the monsters and such, like Zelda style?
by Dugaru327
Tue Dec 04, 2007 11:13 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

The case is irrelevant. The good thing about doing it my way is that you will never have to edit your code to add new monster resrefs. You just plop down waypoints properly named and it will spawn the mob based on the tag. -driller lol your code is neater than mine...but both do the same thing...i ...
by Dugaru327
Mon Dec 03, 2007 11:03 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

lol your code is neater than mine...but both do the same thing...i mean if i add the delay. Yeah I didn't know that it resets it, that's weird. I thought it might count them, but it should just pass over them, right? Nope! >< Except I say CreateObject(OBJECT_TYPE_CREATURE,GetStringRight(GetStringLow...
by Dugaru327
Mon Dec 03, 2007 9:00 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

driller wrote:The act of spawning your creatures is resetting the GetFirst/Next objects.
It causes your script to count the same objects over and over. But it really should just TMI, not crash.

-driller
Well it freezes more than crashing, really. I just called it crashing
by Dugaru327
Mon Dec 03, 2007 7:06 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

This is NWN1 btw...i don't know of any walkmesh thingy...I know what it is, but how can i see it...does NWN1 even use it?
by Dugaru327
Mon Dec 03, 2007 7:04 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

The monsters are fine, and I don't think there's anything wrong with the script. Could it be the fact that all the waypoints are next to the walls and perhaps one is too close?
by Dugaru327
Mon Dec 03, 2007 6:54 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

Aha! It is this script: void main() { if (GetLocalInt(OBJECT_SELF,"reset")==1) { SetLocalInt(OBJECT_SELF,"reset",0); object oWaypoint=GetFirstObjectInArea(OBJECT_SELF); while (GetIsObjectValid(oWaypoint)) { if (GetObjectType(oWaypoint)==OBJECT_TYPE_WAYPOINT) { if (GetTag(oWaypoin...
by Dugaru327
Mon Dec 03, 2007 6:45 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

Look for placeables causing problems with the walkmesh. Remove or reposition the last few placeables you recently added before it started crashing. Turn on baked and surface mesh. Enable wireframe mode and look for placeables hidden beneath the ground. -driller Wait a second, I'm getting somewhere....
by Dugaru327
Mon Dec 03, 2007 6:27 pm
Forum: General Discussion
Topic: Scripters needed
Replies: 15
Views: 17531

I hope you are not serious, try this: This is based on the PM you sent me that said you could load it in the toolset but not play it. 1.Make a new area and put the start in it. 2.Rebake all the areas. 3.Go to file->select->area and export each area to a file. Make a new module and import them one b...