rdfs:comment
| - First I must say that neither one of these were designed to just be dropped in any mod and work. They were built for the OC and left in the toolset for example. However, that don't mean they can't be use with a bit of altering.
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* Locate the Stone of Recall in the standard Item palett under Plot Items, select "Edit Copy".
* Change the TAG of the item to something else, like "Recall_Stone".
* Now, the standard script is longer than needed because of all the OC stuff, so here is a modified one. Incorperate it into your own OnActivateItem script or use the following methode.
* Copy the script and save it with the name that matches your Item TAG. i.e., above I changed the Stones TAG to "Recall_Stone", so I would copy this script and name it "recall_stone" (don't worry about the case). This script must be in your mod, but not attached to any script node. void main() { object oPortal = GetObjectByTag("NW_RECALL_PORTAL"); if(GetIsObjectValid(oPortal) == TRUE) { SetLocalInt(GetItemActivator(), "NW_L_
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abstract
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* Locate the Stone of Recall in the standard Item palett under Plot Items, select "Edit Copy".
* Change the TAG of the item to something else, like "Recall_Stone".
* Now, the standard script is longer than needed because of all the OC stuff, so here is a modified one. Incorperate it into your own OnActivateItem script or use the following methode.
* Copy the script and save it with the name that matches your Item TAG. i.e., above I changed the Stones TAG to "Recall_Stone", so I would copy this script and name it "recall_stone" (don't worry about the case). This script must be in your mod, but not attached to any script node. void main() { object oPortal = GetObjectByTag("NW_RECALL_PORTAL"); if(GetIsObjectValid(oPortal) == TRUE) { SetLocalInt(GetItemActivator(), "NW_L_USED_RECALL", 1); SetLocalLocation(GetItemActivator(), "NW_L_LOC_RECALL", GetLocation(GetItemActivator())); object oClicker = GetItemActivator(); AssignCommand(oClicker, ClearAllActions()); AssignCommand(oClicker, PlaySound("as_mg_telepout1")); AssignCommand(oClicker,JumpToObject(oPortal)); AssignCommand(oClicker, ActionDoCommand(ClearAllActions())); } }
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* Now we must have a script to activate it. Copy the following script and save it named "gb_item_activate" and attach it to the Module OnActivateItem script node. /////////////////////////////////////////////////// //: FILE NAME: gb_item_activate //: EVENT HANDLE: Module OnActivateItem //: FUNCTION: Runs a script with a name that matches the Item Tag /////////////////////////////////////////////////// //: CREATED BY: Glenn J. Berden aka Jassper //: CREATED ON: 02/08/02 //: MODIFIED BY: //: MODIFIED ON: /////////////////////////////////////////////////// void main() { ExecuteScript(GetTag(GetItemActivated()),OBJECT_SELF); } This btw, is how I handle all my Unique Items. I make the Item, write the script and name the script the same as the Items TAG.
* If useing this together with the Recall Portal, simply place down a Recall Portal from the Standard Placeables palett under "Visual Effects", make sure the tag is "NW_RECALL_PORTAL". OR If you simply wish them to go to a special spot, place a Waypoint and give it the TAG of "NW_RECALL_PORTAL". When the Item is used, your PC should now port to the Recall Portal or the Waypoint you placed.
- First I must say that neither one of these were designed to just be dropped in any mod and work. They were built for the OC and left in the toolset for example. However, that don't mean they can't be use with a bit of altering.
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