Author Topic: Opening / End Credits Script?  (Read 392 times)

Legacy_BortSonofBort

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Opening / End Credits Script?
« on: August 05, 2014, 06:28:42 pm »


               

Hi All,


 


Does anyone know of a very simple text-oriented script that can function as an opening / end credits text screen? I'm really just looking to have simple white text (variable size would be nice) on a black backdrop. Ideally, this script would be put into either an OnEntry call, or an OnClick call.



               
               

               
            

Legacy_Shadooow

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Opening / End Credits Script?
« Reply #1 on: August 05, 2014, 06:42:10 pm »


               

make an invisible placeable and write the text into description, then assign player to examine the placeable


 


you might want to try to apply FadeToBlack but I dont know whether that doesnt make the examine window to disappear, but worth a try



               
               

               
            

Legacy_Proleric

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Opening / End Credits Script?
« Reply #2 on: August 06, 2014, 08:34:04 am »


               This, maybe:

http://neverwinterva...-map-custom-gui

You'd need to convert your credits to tga, using it to override the tga provided.

Or this:

http://neverwinterva...riting-wall-cep  
               
               

               
            

Legacy_BortSonofBort

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Opening / End Credits Script?
« Reply #3 on: August 09, 2014, 09:01:50 pm »


               

Or this:

http://neverwinterva...riting-wall-cep



 


This second option seems the most appropriate for my module, as no custom content/haks are needed.


 


Unfortunately, I can seem to get it to work.


 


- I copied the code into a new script called, "bh_writing".


- I created an InvisibleObject (that is not static) with a unique tag called "testwriting", that also has a local "bWall" integer set to "1" (and have tried "0"), as well as a string variable called "text1".


- I put ExecuteScript("bh_writing", GetObjectByTag("testwriting")); in my area "OnEnter" event.


 


Unfortunately, it doesn't appear to be working.


 


Has any tried using this script that can verify it functions properly?



               
               

               
            

Legacy_Shadooow

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Opening / End Credits Script?
« Reply #4 on: August 09, 2014, 09:11:21 pm »


               

because it needs custom hak, the only no-.hak way is what I suggested



               
               

               
            

Legacy_BortSonofBort

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Opening / End Credits Script?
« Reply #5 on: August 09, 2014, 10:50:07 pm »


               


because it needs custom hak, the only no-.hak way is what I suggested




 


Unfortunate all-around. But thanks for your help, Shadooow.


               
               

               
            

Legacy_Proleric

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Opening / End Credits Script?
« Reply #6 on: August 10, 2014, 11:33:39 am »


               

This second option seems the most appropriate for my module, as no custom content/haks are needed.
 
Unfortunately, I can seem to get it to work.
 
- I copied the code into a new script called, "bh_writing".
- I created an InvisibleObject (that is not static) with a unique tag called "testwriting", that also has a local "bWall" integer set to "1" (and have tried "0"), as well as a string variable called "text1".
- I put ExecuteScript("bh_writing", GetObjectByTag("testwriting")); in my area "OnEnter" event.
 
Unfortunately, it doesn't appear to be working.
 
Has any tried using this script that can verify it functions properly?

It requires CEP, as the project title might suggest. I've updated the page with a link to make that clearer.

Players are very used to haks, large and small, so it's not really a big decision to add one, if it makes your module brighter.
               
               

               
            

Legacy_BortSonofBort

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Opening / End Credits Script?
« Reply #7 on: August 11, 2014, 03:35:05 am »


               


Players are very used to haks, large and small, so it's not really a big decision to add one, if it makes your module brighter.




 


Part of the challenge I provided myself back in 2003 was to design my module without any custom content. Since my quest to re-release this module started three or four months ago, I figured to stick with that principle.


 


Much thanks for the help, though.