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Request for current area

Posted: Fri Nov 25, 2011 7:26 am
by ElCadaver
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.

Re: Request for current area

Posted: Fri Nov 25, 2011 10:49 pm
by Teric neDhalir
ElCadaver wrote:1. Can someone help with turning a creature into a statue?
I need a male deer statue for Quaervarr ( the whistling stag).
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 work
Teric

Re: Request for current area

Posted: Fri Nov 25, 2011 10:59 pm
by Teric neDhalir
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.
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;

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);
        }
Change the "fx_area_fog_white" in the penultimate line to the name of the special effect file you want to use. I'm assuming you know how to set up spawn points, let me know if not.
Teric

Re: Request for current area

Posted: Fri Nov 25, 2011 11:16 pm
by CloudDancing
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).
1. Make a copy of deer and change it's tag and name to "Deer Statue"
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.

Re: Request for current area

Posted: Wed Nov 30, 2011 10:39 pm
by Curmudgeon
Cloud_Dancing wrote:
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).
1. Make a copy of deer and change it's tag and name to "Deer Statue"
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.
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.

Re: Request for current area

Posted: Thu Dec 01, 2011 4:46 am
by ElCadaver
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.
Hi Curm,
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

Re: Request for current area

Posted: Fri Dec 02, 2011 5:27 pm
by Curmudgeon
Did your deer have a nice solid walkmesh to stand on?

Re: Request for current area

Posted: Sat Dec 03, 2011 4:09 am
by ElCadaver
Does 'environmental object suspended in mid air' count? :roll:

Re: Request for current area

Posted: Sat Dec 03, 2011 4:33 am
by Zelknolf
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.

Re: Request for current area

Posted: Fri Dec 09, 2011 2:17 am
by Curmudgeon
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.