Robin Mayne
Web Team Manager

Beigetreten: 15 Okt 2001 Von: BioWare |
Gepostet: Mittwoch, 18 September 2002 09:59 |
The second profile of fan-created content that will be used in the upcoming Witchwork Series looks at Emmanuel Lusinchi's "Lootable Corpses" system. This is a system whereby creatures' bodies litter the battlefield after death and can be looted and bashed like any other container.
Robin
_________________ Robin Mayne BioWare WebGUY  +++ Mass Effect +++ |
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Alex Huegel
Game Owner
NWN
Beigetreten: 23 Jun 2002 Von: My underground layer |
Gepostet: Mittwoch, 18 September 2002 10:01 |
Sounds cool. Does anyone have a script to do this?
_________________ One ring to rule them all. One ring to find them, One ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie.
[ Edited By Alex Huegel: Wednesday, 18 September 10:01PM (GMT) ] _________________ Visit my guild: The Neverwinter Scripters' Guild |
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LdyShayna
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR Xbox SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC Sonic DS
Beigetreten: 18 Okt 2001 Von: Colorado |
Gepostet: Mittwoch, 18 September 2002 10:14 |
Quote: Posted 09/18/02 22:01:32 (GMT) by Alex Huegel Sounds cool. Does anyone have a script to do this?
Umm...yes. That's what they're profiling. An erf file is an export of scripts that any mod builder can import into their mod to use. As Rob apparently did.
- Lady Shayna
_________________ "True glory consists in doing what deserves to be written; in writing what deserves to be read; and in so living as to make the world happier for our living in it." - Pliny the Elder |
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Xill44
Game Owner
NWN
Beigetreten: 20 Jul 2002 Von: Long Island |
Gepostet: Mittwoch, 18 September 2002 10:45 |
I'm really interested in the Psion class he's working on. Wonder if there'll be psicrystals? That'd be cool. _________________ "Quicky, quicky! You be coming in here! I be helping you!" Gzfiyak said to the adventurer. He was the only good xill on any plane, despite the fact that, like other xills, he had four arms, red skin, funky backwards knees, and a really bad attit |
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oddbod
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2
Beigetreten: 29 Okt 2001 Von: Sunny California |
Gepostet: Mittwoch, 18 September 2002 10:52 |
The link to this content on geocities has been downed due to overuse. Is there a mirror somewhere?
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Rob Bartel
Live Team Designer

Beigetreten: 16 Okt 2001 Von: Edmonton, AB, Canada |
Gepostet: Mittwoch, 18 September 2002 11:08 |
No mirror yet but I sent an email Emmanuel's way, letting him know of the situation. He'll probably post the link here when he has something in place at the Vault or elsewhere. We'll update the profile once we have a new link too. Thanks for the heads up.
Rob _________________ Rob Bartel Co-Lead Designer Neverwinter Nights BioWare Corp. |
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Astorax
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE
Beigetreten: 29 Apr 2002 Von: Alameda, CA |
Gepostet: Donnerstag, 19 September 2002 12:30 |
Does anyone else have the problem that no matter what you do, the chest item of the creature's inventory is not available until the second looting, even if that second variable is in fact, set to FALSE? Actually, if I set it to FALSE, it's never available until the corpse's destruction, and if I set it to TRUE, then it becomes available upon second looting...anyone else?
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Shifty Eyes
Game Owner
NWN
Beigetreten: 12 Aug 2002 Von: Canada |
Gepostet: Donnerstag, 19 September 2002 04:19 |
I would REALLY like it if the Single Player game had lots of corpses. Necro's Rejoice ;D
_________________ -Shifty Eyes http://www.shifty-eyes.tk For Reviews, Previews, and Guides |
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NoBull
Game Owner
NWN
Beigetreten: 12 Jun 2002 |
Gepostet: Donnerstag, 19 September 2002 08:21 |
Good idea to add lootable corpses because it adds to realism. Just make sure that it's done properly and not in a way that i saw when playing a usermod with clickable corpses: There still was a 'talk with' option on the radial menu and the dead corpse went hostile when kicked. _________________ -NoBull- |
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NWKRylkor
Game Owner
NWN
Beigetreten: 24 Aug 2002 Von: Netherlands |
Gepostet: Donnerstag, 19 September 2002 11:46 |
THis is a very good Idea. It add alot of realism to the game. Cuz I have never seen someone die in real life dissapear and leave a nice little bag with all his stuff it.
I say do it. Cuz although it is an fantasy game a little realism wont hurt. |
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Stromp
Game Owner
NWN
Beigetreten: 07 Jul 2002 |
Gepostet: Donnerstag, 19 September 2002 12:58 |
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Very good idea. Is there any way to remove the annoying 'opening door' sound when you click to loot the corpse? |
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Nifoyg
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Beigetreten: 14 Jun 2002 |
Gepostet: Donnerstag, 19 September 2002 01:48 |
Question: What happens when a creature has multiple pages of inventory? I'm guessing that you have to re-click it from above comments.
_________________ -z |
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Rob Bartel
Live Team Designer

Beigetreten: 16 Okt 2001 Von: Edmonton, AB, Canada |
Gepostet: Donnerstag, 19 September 2002 02:49 |
Just a quick update: Emmanuel uploaded his Lootable Corpse package to the Vault last night. Here's the Link
Enjoy, Rob _________________ Rob Bartel Co-Lead Designer Neverwinter Nights BioWare Corp. |
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LadyP
Game Owner
NWN NWN: SoU
Beigetreten: 21 Mai 2002 |
Gepostet: Donnerstag, 19 September 2002 03:57 |
(sorry for my english)
First i want to congratulate you for your work...
Well...i don't want to complaint but...
Is there a way to remove those 'wood chest' sound when you loot a corpse or those 'weird' sound when corpse decay?
I tested the script with my module where all creature have 'defined inventory' and what i saw is..the loot did not appear into the 'corpse' but into a new 'loot bag'... (since i remove the GenerateNPCTreasure(); into my onspawn script....) well i probably miss something...
Regards
LadyP
http://pages.infinit.net/elal
WORLD OF ELMENDALE.......
Persistent world with quest!.... |
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Nyargle
Game Owner
NWN
Beigetreten: 13 Jul 2002 |
Gepostet: Donnerstag, 19 September 2002 05:50 |
I've made my own corpse system (I didn't know about this one at the time) and I have the same problem with chest sound effect. The problem is that the "open" sound effect seems to be associated directly with the model itself. I can't find anywhere in the OnOpen scripts that says to play a sound.
You probably have to create your own invisible object model based on a loot bag, so that it uses the same sound effect as the bag. I wonder if it has something to do with the tag name? I haven't actually tried that. |
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