Placeables Scripts
NWN Script: dragging_placeables.htm
| Author | Sticky: Post Working Scripts Here |
| Adam_wasserman | Posted: Tuesday, 02 July 10:00AM |
| Draggable Placeable Objects I think the write up is self explanitory. Feel free to email me with questions... draelons@hotmail.com Objects Needed: 1 needed per area -------------------------- Name: Area Variable Holder Tag: AVH Appearance Type: Invisible Object Properties ---------- Static: yes Plot: yes The AVH is responsible for storing the LocalVariables that are sent to it from any given draggable object. 1 needed per draggable instance ----------------------- ---------------------- Name: Statue Handle Tag: hdl_ad_statue1 Properties ---------- Identified: yes Weight Increase (set to what ever you desire the weight of the dragged object to be. This allows the aurora engine to automatically calculate encumbrance) It is important to note the naming convention used for the tag of the handle. The convention is the prefix "hdl_" followed by the Blueprint ResRef of the custom placeable object you make. (In this example, "ad_statue1") Without the proper tag on the handle, your object will not be draggable. 1 needed per draggable instance ------------------------ ---------------------- Name: Draggable Statue Tag: StatueStone Appearance Type: Statue Blueprint ResRef: ad_statue1 Properties ---------- Useable: yes Has Inventory: yes In the inventory, place the related handle object. onClose: close_drag This can be any placeable object. For my testing, I decided to use a statue. The script that runs onClose is basically responsible for storing local values in the AVH if a player loots the handle object. Once you set up the properties, make a custom object out of it and note the Blueprint ResRef so that you can create the proper tag for your handle object.
|
|
All Placeables Scripts
📄 cast_haste
📄 check_fire
📄 chest_puzzle
📄 close_door
📄 close_door_002
📄 close_door_003
📄 close_door_004
📄 create_item_with_delay
📄 darklamp
📄 darklamp_002
📄 day_night_lights
📄 day_night_lights_002
📄 destroy_spawned_items
📄 destroy_spawned_items_002
📄 door_guard
📄 door_lock_item
📄 dragging_placeables
📄 encounter_on_open
📄 encounter_on_open_002
📄 fair_loot
📄 fire_burns
📄 guarded_chest
📄 kill_attacker
📄 kill_nearby
📄 lights_on_off
📄 linked_doors
📄 moveable_placeables
📄 multi_door
📄 open_doors
📄 poly_attacker
📄 polymorph_pc
📄 polymorph_pc_002
📄 random_teleport
📄 refil_chest
📄 refil_chest_002
📄 refil_chest_003
📄 refil_chest_004
📄 refil_chest_005
📄 refil_chest_006
📄 refil_chest_007
📄 remove_with_item
📄 respawner
📄 smart_doors
📄 spit_treasure
📄 talkable_placeables
📄 talking_door
📄 talking_sign
📄 talking_sign_002
📄 talking_sign_003
📄 talking_sign_004
📄 teleporting_chairs
📄 useable_bedroll
📄 useable_birdcage
📄 useable_cannon
📄 useable_catapult
📄 useable_chair
📄 useable_chair_002
📄 useable_chair_003
📄 useable_chair_004
📄 useable_couch
📄 useable_divining_pool
📄 useable_gong
📄 useable_kegs
📄 useable_kegs_002
📄 useable_placeables_002
📄 useable_sign
📄 useable_sign_002
📄 useable_sundial
📄 useable_sundial_002
📄 useable_sundial_003
📄 useable_sundial_004
📄 useable_sundial_005
📄 useable_sundial_006
📄 useable_training_dummy
📄 useable_training_dummy_002
📄 useable_training_dummy_003
📄 useable_training_dummy_004
📄 useable_trapdoor
📄 useable_trapdoor_002
📄 useable_trapdoor_003
📄 useable_trapdoor_004
📄 weapon_spawn_per_class
📄 worth