Not yet. I was just happy that I didn't have to spend weeks making the map
it takes place in. I would rather have an easy way to make the map and then
go in and add the details like the conversations and triggers. With my past
experience you would spend as much time trying to figure out way the map is
screwed as you would writing the script to make something happen. The
thought of having a mod that looks the way you want it and then being able
to add the details later is perfect for me.

Plus C++ is easy like ColdFusion right?  ; )

Phillip B.

----- Original Message -----
From: "Angel Stewart" <[EMAIL PROTECTED]>
To: "CF-Community" <[EMAIL PROTECTED]>
Sent: Wednesday, July 17, 2002 10:22 AM
Subject: RE: Neverwinter Nights


> Umm..
> Well....have you tried buidling a decent branching conversation tree?
>
> Or developing a quest with triggered encounters etc.?
>
> Creating large areas with monsters as in Dungeon Siege is fairly easy,
> but once you really start building an adventure aimed at a Single Player
> it gets complicated. You will need to start learning the C++ based
> scripting language.
>
> -Gel
>
>
> -----Original Message-----
> From: Phillip B [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, July 17, 2002 10:05 AM
>
> I played with the toolset to make the mods last night. Man is that thing
> easy to use. In less than 5 min. I had a hugh forset full of custom
> half-orcs chasing me around trying to kill me. So much easier than what
> I had to do for Half-Life mods.
>
> Phillip B.
>
> 
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