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summoned companions


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#1
bowlie1

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 hi guys. im thinking of making a companion who is a mercenary captain. so i wan a little troop of say 5 men to follow him around. i was thinking i would have to make a new class and add a spell called 'summon mercenarys' or something. and when he used it it would add these people like the summoned undead morigan can summon. 
so my questions are:
1) what is the difference between spells and abilitiess? i.e. i want this guy to be a fighter, not a mage, so can i make him a warrior and make a skill that dose this or do i have to make a spell?
2) this would meen he would have to summon them. obviously it will ruin the mood a bit if a load of people appear out of mid air every now and then so is there a better way? can i script it so that this ability is always active? and if so will there be and incompatibility issues or time when they disapear anyway? 
3) will they disapear when combat finishes or anything silly? 
4) how many can he summon at once

thanks

Modifié par bowlie1, 30 avril 2010 - 01:27 .


#2
DavidSims

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There's no real difference between spells and abilities on the back end. You should have no problem making a "spell like" abilitity that uses stamina.



Is it important to you that the player be able to see the mercenaries' portraits, health and stamina, like you can with the existing summons? If so, you may be in for some problems. The summon system is unfortunately rather limited, and i think it only works with certain creature apperances which are writen into core scripts. You'd have to modify those scripts. It also kills the summon, complete with death animation and blood, every time you area transition or summon something else. And you can only have one at a time per creature. I've tried using this system before, and given up because it's not well designed for expansion.



If you don't care about the portraits, it should be possible to spawn in the mercenaries as non-party followers when the ability is used, and get rid of them when it's turned off. However, making the appear/disapear look good is going to be difficult. You could try spawning them some distance from the party, but there's no guarentee the location won't be behind a wall or locked door. Some kind of appear visual effect might be the best plan, or just accept that they pop in and out.



I don't think there's a hard upper limit on how many mercenaries you could add, but there is probably a limit to how many you'd want. More creatures could slow the game down, but more importantly it will make battles confusing and chaotic if you've got dozens on creatures running around.

#3
TimelordDC

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#1 is simple -> there is no hard-coded difference. The talents that are spells are set up to use mana and the class that can pick them is set to be a mana user. You can easily create similar ones that use stamina instead.


#4
bowlie1

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ok thanks guys. im not bothered about life or portrates. it would be nice but it isnt important. i might just make the mercenary company separate and make it so you can hire groups of non-party followers. how do they act though? will i be able to keep them when i transfer stages? and if not is there any way of keeping track of how many are left and spawning that many at the start of the level.

#5
jsd313

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I also messed with the summon system for quite sometime, guess we feel we can fix it lol. I ended up having to go about my idea a much different way. I however think it might help you a bit.

So you want to have 5 creatures or so spawn and then follow and help the Hero right?

The below script spawns a creature that I setup with gear, abilities, and tactics. It is on the same team as the Hero and will fight alongside the group but not be apart of it. He even has a blue melee ring instead of yellow or red. I have mine set to disappear after 30 seconds but that line can be changed to last longer. You have a lot of variables to consider but it can be done np.

You'll also have to add some code to make them follow the hero. This type of summoned creature will not area transition. You have to work around that with other code lol.

This is from my custom spell_singletarget script.

[dascript]
case ABILITY_SPELL_SUMMON_DEMON:
        {
            SetTag( CreateObject( OBJECT_TYPE_CREATURE, R"demon.utc", GetSafeLocation( GetLocation( stEvent.oCaster )) ), "demon_war" );
            object oDemon = GetObjectByTag("demon_war", 0);
            if (IsObjectValid(oDemon))
        {
            DestroyObject(oDemon, 30000);
        }
            break;
        }
[/dascript]