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Neverwinter Nights Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Jul 1, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Darien)

    Not a lot from the official Neverwinter Nights message boards today, but here's what I've got.

    Rob Bartel, Co-Lead Designer

    Multicast spectator mode:
    We've tossed the idea of spectator modes around a bit and the concept of a multicast server ties into that very nicely (ValvE is currently doing some interesting work and research into that right now). Will it make it into NWN? That's hard to say - we'd like to but we have to make sure that the other client types (DM, Player) are solid first.

    Item Creation: Yes, this would be possible though such an item would require custom scripting and, as such, would only function properly in your modules (or others that have the appropriate script).

    For the dragon's breath ability, you would get the wielder's hitpoints and then apply it as damage to your target. For added flair, you can assign it some visual effects such as the ones used for flamestrike or fireball (the visual effects are all available through the scripting language - we found this to be a very useful feature when making cutscenes or special combat abilities in BG2).

    For the teleportation abilities, you could tie that to use of the item or simply put it into Draconis' combat script. Teleporting to a designated waypoint is no problem at all. Our only reason for avoiding teleportation spells in the game was their ability to circumvent and break plots (a player teleports over an important trigger or past a vital encounter, etc). We figured we'd save you the nightmare of having to deal with that where you don't want to.


    Cord Grimwinder-8d, Interplaygames.com Moderator

    Ways to Teleport:
    Easiest among them is to have a teleport "pad" in town and one at the dungeon entrance. You'll just select and drag trigger areas in the toolset and link them to the coordinates you want it to teleport the player/tester to. Then when the PC steps into the trigger area they are transported where ever it's pointed.

    Another would be to give the tester PCs items scripted to teleport them to town (or where ever) when used.

    When he mentions no teleport, he means the *spell* teleport will not be available to players, the *function* teleport however will very much be there for DMs and module makers to use in any number of ways. This just gives firm control to the DMs as to where a teleport can take the player, and thus avoid "breaking" the module by having players teleporting to places the DM didn't plan for.
     
    Last edited by a moderator: Jan 4, 2018
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