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Help! My mod is corrupted!

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Week of June 15th, 2009

Topics:

  • Getting Help
    • The "Assistance" windows
    • The Lexicon
    • The Forums
  • Variables
    • Type-casting and the types
    • Conventions
    • Constants
  • Who Dun' It?
    • Who Spoke?
    • Who Used the Placeable?
    • Who Activated the Item?
    • Who Crossed the Trigger? Who Entered the Area?
    • Was it a Player? a DM?
  • Creating Objects
    • Preparing the Object
      • The Resref
      • The Object Type
    • At a Waypoint
      • Find the Waypoint
      • Find the Location
    • Where the player is
      • Find the Location
    • Create the Object
      • Deciding on a Tag
      • Spawning in the Object
      • Doing Things to the Object after Creation
  • Tracking Variables
    • Local Variables
    • Persistent Variables
  • Some Useful Scripts
    • Making Changes to the Avatar When It Enters the Game
    • Fiddling with the Avatar's Inventory
    • Destroying the Inventory Items
    • Destroying "Non-Destroyable" Items
    • Taking Gold From the Player
    • Giving Gold To the Player
    • Giving General Inventory Items to the Player
    • Giving Equipable Items and Forcing an Equip Action
    • Random Walk

Homework: Dungeon and Quest

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Week of June 7th, 2009

Topics:

  • Items
    • Properties
    • Building your own items
    • How to make an item have a conversation.
  • Creatures
    • Properties
    • Building your own
  • Triggers
    • Choosing the right one
    • Drawing a trigger
    • Trigger Properties
    • Trigger Events and Scripting Preview
    • Examples of Trigger Use
  • Waypoints
    • Waypoint Properties
    • Waypoint Directions
    • Uses for Waypoints
    • Scripting Preview
    • How to Set Up a Patrol Route
  • Conversations
    • How they're used
    • The basic tree.
    • Branching
    • Links (or "Loop backs")
    • Tokens: Built-in and Custom
    • Colorizing the Text
    • Including Other Speakers
    • "Actions Taken" and other events
    • Conditional Nodes
  • The Journal
    • Categories
    • Entries
    • Updating the Journal through Conversations
    • Updating the Journal through Scripting
  • How to Test Your Mod
    • The Build Module Option.
    • The Real Way
    • The Test Module Option

Homework:


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Week of June 1st, 2009

Topics:

  • Areas
    • Area Properties
    • Module Properties
  • Tiles
    • Tile Properties
  • Names
    • Blueprint / Resref
    • Tag
    • Display Name
  • Doors
    • Door Properties
    • Transitions between doors
    • How to make a door close itself
    • How to have a transition without a door
  • Placeables
    • Placeable properties
    • Spawning placeables.
    • How to stack placeables
    • How to have a placeable hold a conversation

Homework:

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May 27, 2009

Topics

Homework

 

 

GAME CONCEPT AND DESIGN
COSC 320.101_SU09
SUMMER 2009


How to Test Your Module

As you build, you're going to want to playtest your module to make sure it's working the way you want it to. Here's a brief run-down on how to do that. (And after what we've been through tonight...brief is good!)

The Build Module Option

Don't bother with it. Those of us who've played with Unreal Tournament will want to come here and officially "build" the module. You don't have to. The Build Module option is in the menu bar under Build > Build Module.

The Real Way

Just click the disk icon or do File > Save and save the module as you would any other file. That's it.

The editor saves your module in the /modules directory where-ever you installed NWN.

After saving, close down the editor, then run NWN again and run your module the same way you ran my Adventure and NWN_Introduction modules.

Furthermore, if you want to send your module to someone else so they can look at it, just go to the /modules folder and find your module. Copy it as any other file and hand it off to your friend. They can save it to their /modules directory and then they can play it or open it up in their editor to look at it.

The Test Module Option

This is a new one to me. In the old days, Bioware warned us against trying to test the module while the editor was still open. Apparently data files and what-not were still open and you could get odd results--and even corrupt your file--by doing this. So we learned to close down the editor, restart NWN, and play the module as if it were a regular mod.

Now I see the Test Module Option and that might be OK.

So there.