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Autor Dec 18 2002 - Witch Wake 1 Development Template
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
Profil: CrusufixNWN
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
Profil: Kha ZanNWN


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
Profil: NetherscourgeNWN
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
Profil: oddbodNWN
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
Profil: VyradderNWN
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
Profil: heffergodNWN
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
Profil: GhostkatNWN
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
Profil: Peter AandahlNWN
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
Profil: Lum LevitsNWN
NWN: SoU


Beigetreten: 24 Jun 2002
Gepostet: Donnerstag, 19 Dezember 2002 01:10
Im having the same problem. Can't move.
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Colrom
Game Owner
Profil: ColromNWN
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
Profil: VendolinNWN
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NWN: HotU
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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
Profil: VendolinNWN
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:

NWScript:

View Post/Code in separate window



...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
Profil: VendolinNWN
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
Profil: ChaosRasNWN
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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