Core Tools
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DM_Mask
Posts: 181
Joined: Sun Jul 18, 2010 4:44 am

Core Tools

Post by DM_Mask »

I've recently released a script package I think most actively doing tileset work might still get some fair use out of.

To summarize, it overwrites the standard crafting convo and replaces it with a few more useful options.
  1. Jump To Core (Module Starting Location)
  2. Jump 5 Meter (Uses facing Direction to more PC 1/2 of a tile forwards)
  3. Toggle Invisibility (Cutscene)
  4. Toggle Speed Boost
  5. Force Open Nearest Door(Disregards DC/Specific key)
  6. Flag Traps (Product of my MMT testing over and over)
  7. Disarm Traps
  8. Delete Nearest Placeable
  9. Kill Hostiles on Map
  10. Adjust Camera Height(up to 50M above the ground)
    1. Normal for my height. (Normal for Racial Height)
    2. Ground zero. (Just above ground level)
    3. Increment Camera Height 0.5 M (Increase Camera Height up to 50 Meter's above ground level. Attempting to exceed 50 reset's it to 1 meter)
    4. Decrement Camera Height 0.5 M (Inverse of above)
    5. Increment Camera Height 1 M (See 3)
    6. Decrement Camera Height 1 M (See 4)
    7. Main (Link back to main menu)
I also want to go on record thanking Diademus(who pointed it out) and The Munchkin Lord who's Camera Control 1.0 got me looking at adjusting the camera height and actively improving it.

OldMansBeard
Posts: 363
Joined: Sat Dec 17, 2005 7:11 pm

Post by OldMansBeard »

Interesting.

CTP Testers were given a Ring with a somewhat similar range of options:
  • Day to Night Animation
  • Night to Day Animation
  • Change Area Lighting
    • MainLights 1 on/off
    • MainLights 2 on/off
    • Change to Daylight
    • Change to Night
  • Change Camera Height
    • High Aerial (20m)
    • Treetops (10m)
    • Ankle-high (0.1m)
    • Knee-high (0.4m)
    • Normal
  • Open Store
  • Make myself invisible / Cancel Invisibility
  • Hide / Reveal unexplored tiles
You might be able to "borrow" a few extra ideas from these. Most of the scripts themselves are trivial.

The original Ring was by Asgraf; I added a few extra options.

OMB

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DM_Mask
Posts: 181
Joined: Sun Jul 18, 2010 4:44 am

Post by DM_Mask »

[QUOTE=OldMansBeard;42507]
  • Day to Night Animation
  • Night to Day Animation
  • Change Area Lighting
    • MainLights 1 on/off
    • MainLights 2 on/off
    • Change to Daylight
    • Change to Night
  • Hide / Reveal unexplored tiles
[/QUOTE]

Those I'm probably gonna steal..

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Bannor Bloodfist
Posts: 1244
Joined: Fri Oct 09, 2009 11:45 pm
ctp: Yes
dla: Yes
TBotR: Yes
nwnihof: Yes

Post by Bannor Bloodfist »

[quote=Mask;42508]Those I'm probably gonna steal..[/quote]

Yep, those lighting options were used extensively when I was testing sets.

It is amazing how many bugs lurk in the day/night or night/day transitions. And of course, just being able to flip the switch from night to day and back was very useful.

Beyond that, the most used tool (other than the actual bug reporting tool) was the jumpboots we used. Nothing special, just allows you to jump across areas that are blocked with bad wok's etc. or to quickly jump from the bottom of a cliff up to the walkable ground above etc. You almost have that covered with your 5 meter jump, but we were able to jump much farther than that. Just point and click, and away we went.

We split those different script abilities into different items that we quicksloted. That enabled us to have say, the boots, just do a single thing, click the boots in the slot, click the location. The day/night stuff was applied to a ring along with a few other menu items. And or course OMB's magic wand to allow us to do MANY things with regards to the actual bug reports we were generating.

For area location movement, Asgraf came up with an idea whereby you place a single, invisible placeable in each area you create. Then when module starts, it reads the location of that placeable and adds that specific area to a list that you could jump to. So, not just jumping back to your 'core' area or start area, but actually being able to pick from ALL the areas in a mod and jump to that placeable. That was VERY helpful, didn't have to worry with connecting doors/transitions etc, as that wasn't what we were testing, or even if we were testing for that, it allowed us to stop, and log back in later then jump to where we last were even with a server reboot inbetween.
CTP Team Lead

OldMansBeard
Posts: 363
Joined: Sat Dec 17, 2005 7:11 pm

Post by OldMansBeard »

[quote=Mask;42508]Those I'm probably gonna steal..[/quote]

Here's the Mainlight1 toggle script as it was. You might want to replace the 16's with area height and width calls.

Code: Select all

[nwscript]
const int iWHITE = TILE_MAIN_LIGHT_COLOR_BRIGHT_WHITE;
const int iBLACK = TILE_MAIN_LIGHT_COLOR_BLACK;

void main()
{
  object oArea = GetArea(GetPCSpeaker());
  vector vTile = Vector(0.0, 0.0, 0.0);
  location lTile = Location(oArea, vTile, 0.0);
  int iMain1, iMain2;

  iMain1 = GetTileMainLight1Color(lTile);
  if (iMain1 != iBLACK) iMain1 = iBLACK; else iMain1 = iWHITE;

  int nRow,nColumn;
  for (nRow=0; nRow<16; nRow++)
  {
    vTile.y = IntToFloat(nRow);
    for (nColumn=0; nColumn<16; nColumn++)
    {
      vTile.x = IntToFloat(nColumn);
      lTile = Location(oArea, vTile, 0.0);
      iMain2 = GetTileMainLight2Color(lTile);
      SetTileMainLightColor(lTile, iMain1, iMain2);
    }
  }
  RecomputeStaticLighting(oArea);
}
[/nwscript]
Edit - hey! This forum doesn't do [nwscript]. :angry:

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