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Set Tile Nodes?

 
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BelowTheBelt



Joined: 28 Jul 2010
Posts: 29

PostPosted: Mon May 02, 2011 5:18    Post subject: Set Tile Nodes? Reply with quote

Is it possible, though the Areas plugin or other means, to dynamically set a tileset's tilenodes through scripting? If not now, is it possible at all?

I know the Areas plugin can create a new area, but I'm also looking for a way to populate the interior of that area that is different than the "copied" area.

Thanks!
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BelowTheBelt



Joined: 28 Jul 2010
Posts: 29

PostPosted: Wed May 11, 2011 5:39    Post subject: Reply with quote

Checking in on this. Anybody know if we can dynamically set a tileset's tile node with the areas plugin?

Thanks!
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Wed May 11, 2011 8:04    Post subject: Reply with quote

No, the areas plugin just loads areas - so far.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Wed May 11, 2011 15:54    Post subject: Reply with quote

You can use NWNX Areas, ResMan and Ruby plugins together: edit the .are file with Ruby+nwn-lib, then load the edited area.
Ruby and enhanced ResMan are only available on Linux, though.. Sad
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BelowTheBelt



Joined: 28 Jul 2010
Posts: 29

PostPosted: Tue May 17, 2011 1:58    Post subject: Reply with quote

Afraid of that. Will any amount of cajoling or flattery be sufficient to see if that fuctionality could be ported to windows (if it's even possible at all)?

I'd like to construct a scripted random area creator by altering the tileset nodes in-game, so dynamic areas are created and destroyed as needed. I've developed a random system already in place in my PW, but looking to reduce overhead and expand randomness.

Thanks!
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