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BelowTheBelt
Joined: 28 Jul 2010 Posts: 29
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Posted: Mon May 02, 2011 5:18 Post subject: Set Tile Nodes? |
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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! _________________ www.arenthyor.com |
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BelowTheBelt
Joined: 28 Jul 2010 Posts: 29
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Posted: Wed May 11, 2011 5:39 Post subject: |
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Checking in on this. Anybody know if we can dynamically set a tileset's tile node with the areas plugin?
Thanks! _________________ www.arenthyor.com |
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MaxRock
Joined: 24 Jan 2008 Posts: 196
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Posted: Wed May 11, 2011 8:04 Post subject: |
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No, the areas plugin just loads areas - so far. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Wed May 11, 2011 15:54 Post subject: |
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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.. _________________ In Soviet Russia, NWN plays you! |
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BelowTheBelt
Joined: 28 Jul 2010 Posts: 29
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Posted: Tue May 17, 2011 1:58 Post subject: |
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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! _________________ www.arenthyor.com |
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