Robin Mayne
Web Team Manager

Beigetreten: 15 Okt 2001 Von: BioWare |
Gepostet: Mittwoch, 18 Dezember 2002 08:41 |
The first Witch's Wake Template Module has been released for download! This module is a development template only and contains no playable content. It contains the various systems used in Witch Wake 1: The Fields of Battle and is intended as a plot-free foundation layer on which future modules in the series can be built. Feel free to use it, in whole or in part, as part of your own modules.
Robin
_________________ Robin Mayne BioWare WebGUY  +++ Mass Effect +++ |
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Crusufix
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Beigetreten: 18 Mai 2002 Von: Trapped between a rock and a flat place. |
Gepostet: Mittwoch, 18 Dezember 2002 08:56 |
Mmm, the vulture I am will have fun with this...
_________________ "If I had my life to live over again, I'd be a plumber." -Albert Einstein (1879-1955)
As usual I could always be wrong.
www.standonguard.com |
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Kha Zan
Game Owner
NWN
Beigetreten: 08 Apr 2002 Von: Soantii |
Gepostet: Mittwoch, 18 Dezember 2002 08:56 |
Nice I'll have a good look through it.
_________________ Kha'Zan Quan'tistrial Desecrator of Tears
The Realm of Soantii |
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Netherscourge
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 13 Jun 2002 Von: Pennsauken, NJ |
Gepostet: Mittwoch, 18 Dezember 2002 09:29 |
How does this work with a module in progress? I have a working module with some quests and stuff... Can these systems work into my module with a simple click? Or is there alot of configuration involved? Is there accompanying documentation?
_________________ "I crap bigger then Billy Crystal." - Jack Palance, Oscar Speech |
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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 Dezember 2002 09:42 |
I would think you could cut/paste most of your content right into the foundation. Alernatively, you should be able to export everything in the foundation and import it into your module.
In fact, I'd love to see someone create a "Witch's Wake Export Pack" that has all the goodies in an easily imported packet, with a little documentation on implementing it maybe  _________________ ==================== Processor Manufacturer: AMD Process Type: Athlon Processor Speed: 1800+ (15xx) Operating System / Service Pack: WinXP Home System RAM: 512 Meg Video Card Manufacturer: Gainward Video Card Model: GeForce 3 ti200 Video Card RAM: |
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Vyradder
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 17 Apr 2002 Von: Cambridge, Ontario |
Gepostet: Mittwoch, 18 Dezember 2002 09:57 |
How many scripts would I have to incorporate beyond the OnSpawn to get the monster behavior seen in WW? Potion drinking, smart ranged weapon use etc?
Vyradder _________________ Vyradder
Athalon 64 3000 Asus K8V G-Force 4 Ti4600 128 DDR 1 Gig PC 3200 DDR SB Audigy Win XP Pro |
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heffergod
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 19 Nov 2001 Von: Someplace deep, deep inside... |
Gepostet: Donnerstag, 19 Dezember 2002 12:24 |
I am using the Witch's Wake Tamplate to create my module. However, whenever I start the module, the character is unable to move. If I reset all the Module Properties back to the regular events, it runs fine.
I then have a conversation that leads to another area, via a script teleport to a waypoint. Once again, the character cannot move.
Any help would be wonderful.
_________________ The only people that are truly fools are those who think they are not.
Sometimes, there can be multiple, co-existing truthes. Always try to keep this in mind. |
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Ghostkat
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 25 Jul 2002 Von: Torrance, CA |
Gepostet: Donnerstag, 19 Dezember 2002 02:36 |
Oh this is BEAUTIFUL! I can't wait to pry through here and see how some of those cool chat-features were done. A lot of the things behind Witches Wake appeal to me, others I could care less about, but to have this released is just fantastic! Probably one of the better donations to the community at large. 
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Peter Aandahl
Game Owner
NWN NWN: SoU
Beigetreten: 03 Jul 2002 Von: Sweden |
Gepostet: Donnerstag, 19 Dezember 2002 11:57 |
This is great! I especially like the way it is designed to be DM friendly.
However I have some problems:
When I start the module template as it is with the DM client my DM character appears inn the Dungon Masters Halls.
But I am unable to move (by walking, I can do Jump to point or Goto).
Also all the NPC's in the Dungeon Master Hall immediately start fighting eachother like mad, slowing my poor computer down substansially. They are from different factions so its now wonder they fight, by why have they all been plcaed in the main hall? Of course I could edit the template and just remove them, but why have they been put there in the first place? Just to show them?
Any help on getting started sensibly with the template appreciated!
Regards, Peter Aandahl a.k.a. Beron |
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Lum Levits
Game Owner
NWN NWN: SoU
Beigetreten: 24 Jun 2002 |
Gepostet: Donnerstag, 19 Dezember 2002 01:10 |
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Im having the same problem. Can't move. |
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Colrom
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB
Beigetreten: 14 Apr 2002 Von: USA |
Gepostet: Donnerstag, 19 Dezember 2002 03:55 |
Yup.
I've got the same problem.
It must be obvious to some - but I'm mystified.
Help please.
Colrom |
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Vendolin
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 Mass Effect
Beigetreten: 15 Jun 2002 Von: Acton, MA |
Gepostet: Donnerstag, 19 Dezember 2002 05:19 |
I've got the same problem with being unable to move. I have narrowed it down to the OnClientEnter (hc_on_cl_enter) script for the module, but I haven't figured out which part yet. The problem could alternately be in the OnAcquireItem script, since items are given out when a player enters. I'll see what I can figure out.
_________________ Author, "JHR1: The Vethboro Dragon" Member, DM-Friendly Initiative (DMFI) |
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Vendolin
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 Mass Effect
Beigetreten: 15 Jun 2002 Von: Acton, MA |
Gepostet: Donnerstag, 19 Dezember 2002 06:05 |
Okay--it looks like the problem is in "hc_inc_on_enter". For some reason the code that is supposed to set your commandable flag to true after getting the armor and ring is failing. If you remove this section:
...the module works fine. Generally you won't need this anyway, as it just gives out items particular to WW1. If you don't want to get rid of the whole section, instead comment out lines 91, 102, and 110.
I think this section should actually have a check so that DMs don't get the ring and tattered armor as well. I'll note it on the WW beta board.
_________________ Author, "JHR1: The Vethboro Dragon" Member, DM-Friendly Initiative (DMFI) |
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Vendolin
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 Mass Effect
Beigetreten: 15 Jun 2002 Von: Acton, MA |
Gepostet: Donnerstag, 19 Dezember 2002 06:07 |
I forgot to put this in my previous post...
Remember to re-compile "hc_on_cl_enter" after you make changes to "hc_inc_on_enter."
_________________ Author, "JHR1: The Vethboro Dragon" Member, DM-Friendly Initiative (DMFI) |
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ChaosRas
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 20 Mai 2002 Von: The 2nd level of hell |
Gepostet: Donnerstag, 19 Dezember 2002 07:26 |
Yes,
I took out the whole section for giving WW items and everything seemed to work fine after that. Odd though, I wonder what the problem is... obviously this code works in WW itself...
_________________ And thus we came upon the desert shore, an lo the olive branch was strewn before us. Blinded were we to the flash of metal plunged in our backs, the blood of my blood flayed upon the thirsty desert sands. - from The Fall of Man circa 2317 AD
-Si |
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