GOG:I did not figure out the reason why, but I am fairly confident that it can't be done.
I tried using some standard AOE's from vfx_persistent.2da and those didn't work either. I was certain that Glyph of Warding was cast on an object, but when I looked at the script noticed that its AOE was also applied to a location. So at that point I gave up.
Essentially the AOE (at a location) is an object which has its own type and (3) event scripts. It is annoying to me that the function returns an effect rather than an object. But anyway... I am sure that I have more to learn about these things. This is one of the weird areas of the NWN engine that doesn't make any sense, and may have a few functions that enables one to get the AOE object without having to use a Find method to get it.
CreateAOEAtLocation similar to CreateTrapAtLocation would have been a very nice method to have at one's disposal.
ShaDoOoW:I'm not sure this would work well in a community patch. It requires a great deal of local variables on an object to configure it, and several scripts. But if you want to include it, feel free. Make sure you go through those script and scrub them of SendMessageToPC... I have a feeling I never cleaned them of all my debug scripts. I am sloppy in my sharing that way. I discovered a few months ago that my death system posted to the vault wasn't working because it had some file name references that I only had in my Arnheim module. I am sloppy. Sorry.
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I do think it would be worthwhile to add some generic items to vfx_persistent.2da and create the AOE constants for them. That is what I did to make an invisible AOE configurable by script.
Here they are posted to pastebin.
Modifié par henesua, 22 mai 2012 - 02:21 .