Signs, Notices
and Things |
The script dealt with here is the script used to make something instantly display text when clicked on. I mainly use it on signs and notice boards. If you have downloaded any of the banners for the forces of Cornovii (rangers, militia, etc). You may find that they refer to this script. {In the Toolset, select the banner, and go to its properties. Select the Scripts tag and you should see the name of the script in the On Used slot.} You can download the script by clicking here: nf_speakblank.erf - when you have downloaded it, put it into the erf folder in Neverwinter Nights. {To use it, Open a module in the toolset and go to Edit - Import, in the window that comes up, find the script and select it, click on Open and the script will be put with other resources in your module.} How can you use this script? Paint a placeable like a sign into an area. Select it and right click and choose properties from the pop up menu. At the Basic Tab, Rename and retag the item and check the "useable" box (i.e. turn it on). At the Scripts tag, click on the down arrow next to the On Used space and choose the script. Then click on edit and the script editor will come up. Enter the text you want to appear above the item between the inverted commas. Save the script UNDER a DIFFERENT NAME - Sorry I didn't mean to shout but that is very important! Save the module. Now if you play your module and go to that placeable and click on it the text you put between the inverted commas will appear over the object. |
Here, in red, is the text of the script: void main() As you can see it is a very simple script and that word "speakstring" does all of the work. One of the earliest things I learned about these scripts was that if you leave out the semi colon (easily done) then nothing happens! If you want to avoid all of that importing, you can select and copy the script above and paste it directly into your script editor. Save as a generic script and then save it out as individual scripts. Sounding confusing? Don't panic, it is not! Having selected and copied the script, go into the toolset and get to the placeable's properties as described above. Go to the Scripts tag and open that window and just click in the space next to On Used. [NOTE: Clicking here does nothing and is not really required but I find it helps me see where I am!] Click on the Edit button level with On Used to open the script editor. Paste the copied script into the window and, before you do anything else, save it with a name like blank_speakstring. Now you have the script ready for use in your module and can use it as described in the notes above that start, "How can you use this script?" |
| When should I use this saved script? To be honest, if you only have a couple of times you want such floating text then it is probably quicker to type in the scripts rather than going to the bother of importing in this one but if you are using lots of signs like the Bottled In module has it does save a fair amount of time and, I found, reduces the risk of silly little errors. |
Further enhancement for signs and notice boards: In the properties go to the Description tag. There you will find a default description (usually). Delete this and type in your own. For example: You may have a village notice board and you have given the floating text - using the script discussed above - as, "Aim Bridge Village Notice Board" Not very exciting is it? In the description though you may have put, "On this rather run down notice board with ivy growing up one side and a strong smell of dog urine on the other there are some notices. Among them you read that Old Mopsey can provide potions for many ailments, there is a market every Tuesday and Albert is trying to find a virgin for an important ceremony! You also note that someone called Orion 'was here' and the Wodwose Appreciation Society is requiring members." That has given some spice to your notice board! Now when a player right clicks over it and chooses the "Look at" eye shaped icon, the player will get that description. |