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Autor Default area transition script?
CultOfTheHarrower
Game Owner
Perfil: CultOfTheHarrowerNWN
NWN: HotU


Suscrito: 29 oct 2002
Colgado: viernes, 14 noviembre 2003 09:04
At the beginning of my current project, the player is hauling around a pack animal.

I do not want the pack animal to be able to follow you into buildings. (Most NPC owners would object!) So basically, I need to be able to cancel the animal's follow command when clicking on an area transition that would lead into a building.

Two problems.

One - I can't find a function to determine whether an area is interior or not, despite the fact that it's marked on the area properties and that there ARE functions for getting whether it's natural/artificial or above/underground. But that's okay, if necessary I'll just feed in all the area tags... still, I would prefer a GetIsInterior - am I just missing it?

Two - Is there a default area transition script, or am I going to have to override the OnAreaTransitionClick event on EVERY SINGLE DOOR in my town? Since what it generates LOOKS like a fairly standard script, it seems like it should exist somewhere...
_________________
BardSong 1 - Earth and Sky
BardSong 2 - Fire and Water
Shadows and Light
  Perfil: CultOfTheHarrower   Enviar mensaje a: CultOfTheHarrower
Charamei
Moderator
Game Owner
Perfil: CharameiNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
Jade Empire:SE
NWN 2
NWN 2: MotB


Suscrito: 30 dic 2002
De: Miles away.
Colgado: viernes, 14 noviembre 2003 09:11
GetIsArtificial should do it, as only interior areas are artificial (at present - not sure about the HotU ones).

If you edit the default area transition script and save it as-is, every door in your module will by default use that one. It'll only override the script in that one module, not every one you play
  Perfil: Charamei   Enviar mensaje a: Charamei
CultOfTheHarrower
Game Owner
Perfil: CultOfTheHarrowerNWN
NWN: HotU


Suscrito: 29 oct 2002
Colgado: viernes, 14 noviembre 2003 09:17
I was asking what the default area transition script *was*, but I think I found it. (after scrolling through every nw script with the preview function in the conversation editor!) nw_g0_transition appears to be the one I want.

But no, City Outdoors is flagged as artificial, not natural. I can change that (there aren't that many of those areas in this) but since it there is a default outdoor-but-artificial it woudl be nice if there were a GetIsIndoors.

Anyway, I think I can manage now.
_________________
BardSong 1 - Earth and Sky
BardSong 2 - Fire and Water
Shadows and Light
  Perfil: CultOfTheHarrower   Enviar mensaje a: CultOfTheHarrower


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