Author Topic: Monthly CC Challenge  (Read 14512 times)

Legacy_TheSpiritedLass

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Monthly CC Challenge
« Reply #210 on: September 02, 2011, 04:25:18 pm »


               Anyone out there interested in taking over doing the demo modules for the contests?  This would involve:
- Making one map.
- Creating a blueprint for each new piece of content.
- Displaying that blueprint somewhere on the map.
- Sending the finished demo module back to me for posting to the Vault.

Any takers?  *extremely hopeful look*
-- Mistress, would actually adore -=any=- ongoing help with managing the CCC stuff.
               
               

               
            

Legacy_Estelindis

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« Reply #211 on: September 02, 2011, 05:08:08 pm »


               I'd probably be able to do it.  I always make a demo mod for my stuff anyway.
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #212 on: September 02, 2011, 07:48:31 pm »


               I'm so tempted to jump all over that, but were you not just saying that you were crazy busy?
               
               

               
            

Legacy_Estelindis

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« Reply #213 on: September 03, 2011, 02:43:43 am »


               Absolutely, but it takes me way less time to merge content than it does to make content.  Though perhaps my demo modules would be fairly crappy compared to yours.  ;-)
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #214 on: September 06, 2011, 12:59:23 pm »


               While firmly thinking you are crazy, I'm quite happy to accept the help.  *hugs*  Shall we start with this month's creepy/horror theme?  I can email you out the hak file once the content is merged.  The demos don't need to be all nice and pretty.  Mine are quite boring.  The biggest thing is making sure each bit of content is displayed with the artist's name.
               
               

               
            

Legacy_Birdman076

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« Reply #215 on: September 06, 2011, 01:24:46 pm »


               I too can help with demo mods as I am doing more messing around in toolset/building then playing at this point in time.
               
               

               
            

Legacy_Jenna WSI

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« Reply #216 on: September 13, 2011, 09:41:19 pm »


               I'd like to suggest "Helms" as a monthly challenge. I've never met a single player who liked the current selection in NWN... most people find them pretty derpy looking and use the hood instead.
               
               

               
            

Legacy_Wall3T

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« Reply #217 on: September 14, 2011, 12:56:02 am »


               though not entirely related, id like to see some more Open Faced Helms as well
               
               

               
            

Legacy_Jenna WSI

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« Reply #218 on: September 14, 2011, 01:10:13 am »


               There are some vfx open helms if you're interested in that, Kye.
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #219 on: September 15, 2011, 08:38:17 pm »


               *beaming at Birdman and Este*  So which one of y'all would enjoy doing the demo module for the horror theme?

@Jenna - That is a BIT too close to the "New Helms, Hats, Hoods, Hair Accessories, or other head decorations" theme you suggested that was done back in Jan/Feb, doncha think?
               
               

               
            

Legacy_Birdman076

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« Reply #220 on: September 15, 2011, 11:53:03 pm »


               

TheSpiritedLass wrote...

*beaming at Birdman and Este*  So which one of y'all would enjoy doing the demo module for the horror theme?

@Jenna - That is a BIT too close to the "New Helms, Hats, Hoods, Hair Accessories, or other head decorations" theme you suggested that was done back in Jan/Feb, doncha think?



Wanna flip a coin? '<img'> It matters not to me, we can alternate or we can go based on who has what workload already, or we can spin a wheel, have a thumb war, play tiddlywinks or whatever. '<img'> I'm easy so whatever is the concensus.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #221 on: September 16, 2011, 07:12:25 am »


               Im not sure whos doing it but but could you add this nwn standard script to a pile of skulls placeable.Its a common script but a nice touch to any mod.Seeing it in action is supriseing and placeing the skulls on a evil altar works well to when they click on it.

Place in on click of pile of skulls.

//::///////////////////////////////////////////////
//:: Howl: Fear
//:: NW_S1_HowlFear
//:: Copyright © 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    A howl emanates from the creature which affects
    all within 10ft unless they make a save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 14, 2000
//:://////////////////////////////////////////////
//:: Updated By: Andrew Nobbs
//:: Updated On: FEb 26, 2003
//:: Note: Changed the faction check to GetIsEnemy
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
void main()
{
    //Declare major variables
    effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S);
    effect eHowl = EffectFrightened();
    effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE);
    effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
    effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND);
    effect eLink = EffectLinkEffects(eHowl, eDur);
    eLink = EffectLinkEffects(eLink, eDur2);
    float fDelay;
    int nHD = GetHitDice(OBJECT_SELF);
    int nDC = 10 + (nHD/4);
    int nDuration = 1 + (nHD/4);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
    //Get first target in spell area
    object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
    while(GetIsObjectValid(oTarget))
    {
        if(GetIsEnemy(oTarget) && oTarget != OBJECT_SELF)
        {
            fDelay = GetDistanceToObject(oTarget)/10;
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_HOWL_FEAR));
            //Make a saving throw check
            if(!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR))
            {
                //Apply the VFX impact and effects
                DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(GetScaledDuration(nDuration , oTarget))));
                DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
            }
        }
        //Get next target in spell area
        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(OBJECT_SELF));
    }
}
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #222 on: September 28, 2011, 09:53:38 am »


               Just added the CCC to the community site: www.neverwinternights.info/cc_ccc.htm. 'B)'
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #223 on: September 28, 2011, 01:54:02 pm »


               Neat!  Thanks for the link oh large purple one.  *grins*
               
               

               
            

Legacy_Jenna WSI

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« Reply #224 on: September 28, 2011, 08:57:56 pm »


               

TheSpiritedLass wrote...

*beaming at Birdman and Este*  So which one of y'all would enjoy doing the demo module for the horror theme?

@Jenna - That is a BIT too close to the "New Helms, Hats, Hoods, Hair Accessories, or other head decorations" theme you suggested that was done back in Jan/Feb, doncha think?


Yes, I'm just a ****** somtimes. >.<