Builder's question: how to create schedules for townspeople?

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Archived from groups: alt.games.neverwinter-nights (More info?)

Hi, all,
I don't know if this is the right question for this newsgroup but I gave it
a try. An example of a schedule is:
Bart gets up at 6 am and has breakfast (sitting down at a table) for 1 hour.
At 7am he moves from within his house to outside to work in the fields till
11.30am.
At 11.30 he has a break and moves to the inn to have lunch until 1200.
And so on.

For those familiar with the Ultima series this should sound familiar. I was
wondering if this is possible using Aurora.
Thanks for your time reading this.

Regards,

White Lotus Dragon
 
Archived from groups: alt.games.neverwinter-nights (More info?)

"White Lotus Dragon" <RemoveThis.m.wiselius@chello.nl> wrote in message
news:kp9Gc.19334$qK.14125@amsnews02.chello.com...
> Hi, all,
> I don't know if this is the right question for this newsgroup but I gave
it
> a try. An example of a schedule is:
> Bart gets up at 6 am and has breakfast (sitting down at a table) for 1
hour.
> At 7am he moves from within his house to outside to work in the fields
till
> 11.30am.
> At 11.30 he has a break and moves to the inn to have lunch until 1200.
> And so on.
>
> For those familiar with the Ultima series this should sound familiar. I
was
> wondering if this is possible using Aurora.
> Thanks for your time reading this.
>
> Regards,
>
> White Lotus Dragon
>
>

Yes it is. But I haven't tackled that problem at all. It seems you would
test on heartbeat what time of day it was then have the NPC act according.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

On Mon, 05 Jul 2004 09:43:44 GMT, "White Lotus Dragon"
<RemoveThis.m.wiselius@chello.nl> wrote:

>Hi, all,
>I don't know if this is the right question for this newsgroup but I gave it
>a try. An example of a schedule is:
>Bart gets up at 6 am and has breakfast (sitting down at a table) for 1 hour.
>At 7am he moves from within his house to outside to work in the fields till
>11.30am.
>At 11.30 he has a break and moves to the inn to have lunch until 1200.
>And so on.
>
>For those familiar with the Ultima series this should sound familiar. I was
>wondering if this is possible using Aurora.
>Thanks for your time reading this.
>
>Regards,
>
>White Lotus Dragon
>

though i'm no module designer, i'm fairly certain that it is possible, because i
have seen townspeople in other modules do such things. bob the shopkeeper will
get up at daybreak, go out and go to his shop, open it up, sell things, and at
sunset will close up shop and go home to bed...

it may be daybreak/sunset instead of 11:30 or whatnot, but still...

eudas
Inside of every silver lining, there's a big, dark cloud.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

White Lotus Dragon wrote:

> Bart gets up at 6 am and has breakfast (sitting down at a table) for 1 hour.
> At 7am he moves from within his house to outside to work in the fields till
> 11.30am.
> At 11.30 he has a break and moves to the inn to have lunch until 1200.
> And so on.


It is possible. The easiest way to accomplish this is to use Deva Bryson
Winblood's NPC Activities system. Search NWVault
(http://nwvault.ign.com/) for it.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/

If you insist on emailing me, remove all the **JUNK** first
 
Archived from groups: alt.games.neverwinter-nights (More info?)

> >Hi, all,
> >I don't know if this is the right question for this newsgroup but I gave
it
> >a try. An example of a schedule is:
> >Bart gets up at 6 am and has breakfast (sitting down at a table) for 1
hour.
> >At 7am he moves from within his house to outside to work in the fields
till
> >11.30am.
> >At 11.30 he has a break and moves to the inn to have lunch until 1200.
> >And so on.

> though i'm no module designer, i'm fairly certain that it is possible,
because i
> have seen townspeople in other modules do such things. bob the shopkeeper
will
> get up at daybreak, go out and go to his shop, open it up, sell things,
and at
> sunset will close up shop and go home to bed...

I don't know the answer, but last night I downloaded a module called "Return
to Ravenloft" from www.nwvault.com. Its NPCs (townsfolks and shopkeepers)
have schedules as the OP described. Download it and use it as a reference?
 
Archived from groups: alt.games.neverwinter-nights (More info?)

I can't answer your question because I am just starting to write a mod
myself (I've had an idea ....). However, I do know you can make the sounds
appear at certain times. When you place sounds in an environment, you can
right-click on the icon for it (you know the note surrounded by a sphere
representing the range the sound is audible over) and then select
properties. You can then make the sounds appear at different times of day
(by the hour). It strikes me it'd be something like that. However, time
doesn't seem to matter in NWN. I'm not sure you can schedule time limits
into scripts and, despite being urged to get on with something by various
NPCs, it doesn't seem to matter if you really dawdle along the way, get
distracted and have plenty of rests. So I'm not sure you will be able to
script timed events. I'd be interested to find out though. Keep us posted?

Best wishes
Maxon


"eudas" <eudas@kdi.com> wrote in message
news:mm2je0d7f6b6rbh92e7060j5kult3oldp5@4ax.com...
> On Mon, 05 Jul 2004 09:43:44 GMT, "White Lotus Dragon"
> <RemoveThis.m.wiselius@chello.nl> wrote:
>
> >Hi, all,
> >I don't know if this is the right question for this newsgroup but I gave
it
> >a try. An example of a schedule is:
> >Bart gets up at 6 am and has breakfast (sitting down at a table) for 1
hour.
> >At 7am he moves from within his house to outside to work in the fields
till
> >11.30am.
> >At 11.30 he has a break and moves to the inn to have lunch until 1200.
> >And so on.
> >
> >For those familiar with the Ultima series this should sound familiar. I
was
> >wondering if this is possible using Aurora.
> >Thanks for your time reading this.
> >
> >Regards,
> >
> >White Lotus Dragon
> >
>
> though i'm no module designer, i'm fairly certain that it is possible,
because i
> have seen townspeople in other modules do such things. bob the shopkeeper
will
> get up at daybreak, go out and go to his shop, open it up, sell things,
and at
> sunset will close up shop and go home to bed...
>
> it may be daybreak/sunset instead of 11:30 or whatnot, but still...
>
> eudas
> Inside of every silver lining, there's a big, dark cloud.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Maxon wrote:
> However, time
> doesn't seem to matter in NWN. I'm not sure you can schedule time limits
> into scripts and, despite being urged to get on with something by various
> NPCs, it doesn't seem to matter if you really dawdle along the way, get
> distracted and have plenty of rests. So I'm not sure you will be able to
> script timed events. I'd be interested to find out though. Keep us posted?

NWN has time-keeping capabilities, however the Official Campaign and
most other builders have chosen not to do much with them. I do know
that Barry Scott Will ( a frequent poster here) wrote a module that used
time to good effect.

Here is a post where I describe how time works in NWN:
http://groups.google.com/groups?selm=gNOlc.1620%24ej4.800%40fe1.columbus.rr.com&output=gplain
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hey thanks for that - very interesting. I realised from looking at the
scripting commands that you could time events but I didn't realise you could
manipulate things to a greater depth. I'm thinking of writing a kind of
mystery module (only just started working out the story) and being able to
time things might make it more interesting in terms of game-play. Maybe
I'll follow this up. Can you tell me the name of the module you referred
to?

Best wishes
Maxon


"John Baker" <baker-j@ix.netcom.com> wrote in message
news:IeZNc.74310$fv.61787@fe2.columbus.rr.com...
> Maxon wrote:
> > However, time
> > doesn't seem to matter in NWN. I'm not sure you can schedule time
limits
> > into scripts and, despite being urged to get on with something by
various
> > NPCs, it doesn't seem to matter if you really dawdle along the way, get
> > distracted and have plenty of rests. So I'm not sure you will be able
to
> > script timed events. I'd be interested to find out though. Keep us
posted?
>
> NWN has time-keeping capabilities, however the Official Campaign and
> most other builders have chosen not to do much with them. I do know
> that Barry Scott Will ( a frequent poster here) wrote a module that used
> time to good effect.
>
> Here is a post where I describe how time works in NWN:
>
http://groups.google.com/groups?selm=gNOlc.1620%24ej4.800%40fe1.columbus.rr.com&output=gplain
>
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Maxon wrote:
> Hey thanks for that - very interesting. I realised from looking at the
> scripting commands that you could time events but I didn't realise you could
> manipulate things to a greater depth. I'm thinking of writing a kind of
> mystery module (only just started working out the story) and being able to
> time things might make it more interesting in terms of game-play. Maybe
> I'll follow this up. Can you tell me the name of the module you referred
> to?

The name of Barry's module is 'Santa is Missing!'. Link:
http://nwvault.ign.com/Files/modules/data/1042522123185.shtml

I also wrote a small routine library that allows you to do time
manipulations with the same syntax used in Visual Basic for
Applications. See the link in my .sig - there will be a listing for
"VBA Style Date Handling".
--
My NWN Work So Far: http://tinyurl.com/6xy2f
"Pits of red smoke and fog are usually bad."
- Tip from Doom3 Manual
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Thanks again for this - I see you wrote this weeks ago but it's only just
turned up on my server. I'm going to try out your suggestions.

Best wishes
Maxon


"everlast" <everlast@jmjservices.com> wrote in message
news😀ZL_c.19635$8.7907@fe1.columbus.rr.com...
> Maxon wrote:
> > Hey thanks for that - very interesting. I realised from looking at the
> > scripting commands that you could time events but I didn't realise you
could
> > manipulate things to a greater depth. I'm thinking of writing a kind of
> > mystery module (only just started working out the story) and being able
to
> > time things might make it more interesting in terms of game-play. Maybe
> > I'll follow this up. Can you tell me the name of the module you
referred
> > to?
>
> The name of Barry's module is 'Santa is Missing!'. Link:
> http://nwvault.ign.com/Files/modules/data/1042522123185.shtml
>
> I also wrote a small routine library that allows you to do time
> manipulations with the same syntax used in Visual Basic for
> Applications. See the link in my .sig - there will be a listing for
> "VBA Style Date Handling".
> --
> My NWN Work So Far: http://tinyurl.com/6xy2f
> "Pits of red smoke and fog are usually bad."
> - Tip from Doom3 Manual
>