View Full Version : Neverwinter Nights Forum News (Jan. 19, 05)


chevalier
Wed, 19th Jan '05, 9:16pm
Here are today's Neverwinter Nights forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>

Collision Detection Test Module--Please Report Your Findings (http://nwn.bioware.com//forums/viewpost.html?topic=402909&post=3359107&forum=42&highlight=)
<hr />it sure isn't a save game issue.<hr />We have NEVER said its a save game issue. What we have said, is if you send us a save game after the objects have started "stacking", that the save game is useless to us and cannot help us track down this issue. The comment of "its a save game issue" is the misinterpretation by one of the posters here that did not fully read the post from Jason. (Not talking about you, ElfGroupAlpha)

<font size="3" face="Verdana, Arial" color="#cc6600">Robin Mayne, Webmaster</font>

NWN in spanish (http://nwn.bioware.com//forums/viewpost.html?topic=406370&post=3359011&forum=42&highlight=)
There is a spanish version of NWN, you may be able to find a copy from Atari's spanish web site: http://www.es.atari.com/

<font size="3" face="Verdana, Arial" color="#cc6600">James Henley, Technical Designer</font>

Beginner Help (http://nwn.bioware.com//forums/viewpost.html?topic=406286&post=3359430&forum=47&highlight=)
<hr />- don't set out to 'learn scripting' as a goal in and of itself. As you work on your module you will find a ton of things you will want to accompolish with a script. Just pick one of them and set about getting a script written to do the job. Learn by doing. Keep plugging along and before you know it, things will click.<hr />I will certainly second that motion. I find that I, personally, learn most things best by simply doing them with a goal in mind, rather than setting out to "learn" them. Try making a basic module. It's just about the best place to start. Figure out what you need to do for the task at hand, and then look up how you would do it. After doing this for a bit, you'll start to key in to what's needed where.

More: I think the Lexicon actually has a list of those, and I'm pretty sure a link to it was posted (at least once) up above. I can't say for sure though. In general, though, most aren't really abbreviated.

int = integer
const = constant

Most of the others are word-for-word; ie. float, string, effect

More: <hr />Oh and does anyone know when Neverwinter Nights II is suppose to come out.<hr />I'd suggest going to Obsidian's site and checking there, rather than here, as Neverwinter Nights II is not something we're working on.

Question on Conversations (http://nwn.bioware.com//forums/viewpost.html?topic=406473&post=3359852&forum=46&highlight=)
<hr />I was wondering how you would change conversations after a player has started a quest.

Example:
1st Conversation:Go find my brother.
2nd Conversation:Have you found my brother?<hr />You do this by attaching conditional scripts to the dialogue nodes. For example, in this case, the NPC would have two nodes in the same section of dialogue.

The first would be "Have you found my brother?" To this node, you add a conditional checking a variable (such as whether or not the player has spoken to the NPC before). The second line is "Go find my brother." If the check on the first node fails, it goes straight to this one, because it's the next node down. You would probably include an Action Taken script on this node as well to set the variable showing that you have now spoken to the NPC. It sounds a little more confusing than it is, really. Check out the tutorial (http://nwn.bioware.com/builders/sctutorial1.html) on "setting variables" for examples of how to do this.