Hi need a few things for the area I'm building
1. Can someone help with turning a creature into a statue?
I need a male deer statue for Quaervarr ( the whistling stag)
2. Also, I'd like to make quicksand. Basically a ground environmental object, (such as the mud floor), with a dip in the walkmesh under it, and a trigger around it which slows those that enteres and slowly does damage.
3. The last thing I'd like is to make butterflies, flies and fireflies, which are active at certain times of the day. Not sure if placed effects have an active time ccontrol.
Request for current area
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
Re: Request for current area
If you can see the DM ftp look in the 011 WHL folder for statue.erf and sjc_madeofstone.sef. That should sort you out. Just copy the blueprint and change the appearance. Remember that the .sef file will need to be copied to the module directory to workElCadaver wrote:1. Can someone help with turning a creature into a statue?
I need a male deer statue for Quaervarr ( the whistling stag).
Teric
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
Re: Request for current area
You can fire special effects off a normal ACR spawn point if you use a group script, so you could make a spawn point "day only" in the usual way and use it to create the butterfly special effect. Example group script;ElCadaver wrote: 3. The last thing I'd like is to make butterflies, flies and fireflies, which are active at certain times of the day. Not sure if placed effects have an active time ccontrol.
Code: Select all
////////////////////////////////////////////////////////////////////////////////
//
// System Name : ACR Spawn System
// Filename : as_group_example.nss
// Version : 1.1
// Date : 2007-4-24
// Author : Ronan
//
// Description
// This is a simple example of a spawn group script which is used by the ACR's
// spawn system. Though the name of the script is "as_group_example", the spawn
// point which uses this script would simply have "example" listed as a spawn
// group name, since the "as_group_" is always added on to the beginning. For a
// more complex example of spawn groups, see the script "as_group_complex".
//
// Revision History
// 1.0 2006-09-17: Ronan - Inception
// 1.1 2007-04-24: AcadiusLost: altered to use ABR resource names.
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Includes ////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// This line is required on all spawn group scripts.
#include "acr_spawn_i"
////////////////////////////////////////////////////////////////////////////////
// Constants ///////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Structures //////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Global Variables ////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Function Prototypes /////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// This is the main function, which is what the spawn system runs when this
// spawn group is spawned.
void main();
////////////////////////////////////////////////////////////////////////////////
// Function Definitions ////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void main()
{
ACR_SpawnObject("fx_area_fog_white", OBJECT_TYPE_PLACED_EFFECT);
}Teric
- CloudDancing
- Ancient Red Dragon
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Re: Request for current area
1. Make a copy of deer and change it's tag and name to "Deer Statue"ElCadaver wrote:Hi need a few things for the area I'm building
1. Can someone help with turning a creature into a statue?
I need a male deer statue for Quaervarr ( the whistling stag).
2. Go to properties and set it's movement to "Immobile"
3. Check Static
4. Go to the Special effects/appearance Option, click on it, type in stoneskin then click on the fields. It will search for that term and pop up all options. Then click on the vfx stoneskin w/o the word "frame" in it.
Then place the un-moving creature where you want it.
- Curmudgeon
- Gadfly
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Re: Request for current area
Of course then you get the "Pigpen" VFX on your statue, i.e. a cloud of dust and tiny fragments falling off it.Cloud_Dancing wrote:1. Make a copy of deer and change it's tag and name to "Deer Statue"ElCadaver wrote:Hi need a few things for the area I'm building
1. Can someone help with turning a creature into a statue?
I need a male deer statue for Quaervarr ( the whistling stag).
2. Go to properties and set it's movement to "Immobile"
3. Check Static
4. Go to the Special effects/appearance Option, click on it, type in stoneskin then click on the fields. It will search for that term and pop up all options. Then click on the vfx stoneskin w/o the word "frame" in it.
Then place the un-moving creature where you want it.
Check out This Thread on the NWN2 forums for a good discussion of this topic.
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
- ElCadaver
- Rust Monster
- Posts: 1202
- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
Re: Request for current area
Hi Curm,Curmudgeon wrote: Of course then you get the "Pigpen" VFX on your statue, i.e. a cloud of dust and tiny fragments falling off it.
Check out This Thread on the NWN2 forums for a good discussion of this topic.
I actually used that script, for exactly that reason, and it didn't work, probably for some other reason. It just made my deer...disappear

- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
Re: Request for current area
Did your deer have a nice solid walkmesh to stand on?
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
Re: Request for current area
You can turn on the surface mesh and baked mesh toggles on your toolset to see where the walkmesh actually is.
If you just have an environment placeable floating mid air, there's probably nothing for your deer to stand on; can use a walkmesh helper or the sort to make it cooperate.
If you just have an environment placeable floating mid air, there's probably nothing for your deer to stand on; can use a walkmesh helper or the sort to make it cooperate.
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
Re: Request for current area
The thing is that Creatures need a walkmesh to stand on - placeables and environmentals don't. This also means that if the signboard critter is high enough for PCs to walk under, they can't, because you can only have one walkmesh of altitude z for a given x,y location.
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common