Is it possible to create a custom companion select screen for modules? Like in the OC, how it defaults to the screen with everyone standing there and you select them one-by-one, can I make my own version of that?
And if it's not possible to do it hard-coded, can I "trick" the system and create an area with one static screen with scripts to handle party selection without it being an actual area where you can walk around?
Custom companion select screen
Débuté par
edw3rdwood
, avril 24 2010 11:39
#1
Posté 24 avril 2010 - 11:39
#2
Posté 02 mai 2010 - 12:07
certainly, the functionality youre looking for is most easily applied with a dialogue, or an area with scripted placeables or similar. I suppose a quirky solution might be to use triggers and "walk" to the "buttons" (new models with button textures on) and teleport to the next "menu" (different place in the level with new buttons. Sorry I can't be any more help
#3
Posté 02 mai 2010 - 04:45
edw3rdwood wrote...
Is it possible to create a custom companion select screen for
modules? Like in the OC, how it defaults to the screen with
everyone standing there and you select them one-by-one, can
I make my own version of that?
And if it's not possible to do it hard-coded, can I "trick" the
system and create an area with one static screen with scripts
to handle party selection without it being an actual area
where you can walk around?
Yes; in fact, if you look at the areas in the toolset, you will find one named char_stage, which is the default party selection screen for Origins; duplicate that area, remove all waypoints but two (the ones with the Origins companion names are the ones you want to remove) and then add new ones. You could also rename some of them for use in your module. This actually is touched on in the Follower tutorial on the toolset wiki.
#4
Posté 02 mai 2010 - 03:50
oh *smacks forehead* i misread... i thought he wanted a totally different interface because he didnt like the look of the characters just stood there...! thanks ladydesire.





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