Aller au contenu

Photo

making creature dissapear on click event (solved)


14 réponses à ce sujet

#1
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i tried putting EVENT_TYPE_CLICK in a creature script and then using safe_destroy_object on the creature inside the case brackets of the event but that didn't work. before anyone mentions it i have considered using dialog but i'd rather not since the process is smoother if the player simply clicks the creature.

Modifié par gordonbrown82, 28 mai 2010 - 06:02 .


#2
anakin5

anakin5
  • Members
  • 258 messages
What doesn't what ? the event is not fired or the creature is not destroyed ? Are you sure EVENT_TYPE_CLICK is available in creature script ?

#3
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
no i just tried using it without knowing if the event was sent to the creature script. the event doesn't fire when i click the creature so i suppose it doesn't work. any other way of doing this without using a dialogue? i want the player to pick up the armor a dead guy is wearing and then replace the armored model with a nude one.

Modifié par gordonbrown82, 27 mai 2010 - 05:06 .


#4
BillHoyt

BillHoyt
  • Members
  • 109 messages
Here's a list of the creature event types, though it does not seem to have many likely non-conversation choices. Could you create a container in the shape of a dead body (like "CORPSE, KNIGHT (Container)") and once it's looted, set it inactive and replace it with a "dead" naked body?

#5
_L_o_B_o_

_L_o_B_o_
  • Members
  • 117 messages
Just thinking (I have not tested it), but you could also use a creature playing a dead pose animation. Catch the EVENT_TYPE_DIALOGUE event (don't start a conversation) in its core script and then remove the armor from its inventory.

Modifié par _L_o_B_o_, 27 mai 2010 - 06:02 .


#6
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
Use the dialog event, but don't start a conversation. When the player clicks on the body, the PC will walk up. When it gets close, a dialog event will fire. If you prevent that event from falling through to creature core and do your inventory scripting there, you should get roughly what you want. The only major problem I can see is that the mouse over icon will be a dialog one rather than a loot one. If you want to fix that, you could make the body non-interactive, and surround it with an invisible container and put the scripting in the use event of that.

#7
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
how do i make an invisible container? it should be the size of the body i suppose.

#8
_L_o_B_o_

_L_o_B_o_
  • Members
  • 117 messages

gordonbrown82 wrote...

how do i make an invisible container? it should be the size of the body i suppose.


Try creating a Placeable and selecting "Invisible Object" as Appearance. You have different sizes available.

Modifié par _L_o_B_o_, 28 mai 2010 - 08:35 .


#9
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
there's a new problem. when the naked model replaces the armored one the naked model stands up for a second or two before he performs the dead animation.

#10
Kilrogg_

Kilrogg_
  • Members
  • 296 messages
Try setting the naked guy's AMBIENT_SYSTEM_STATE to 3 (instead of 1). That starts the ambient behavior on area load so it might help, assuming it works on inactive creatures.

#11
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
he still falls down from standing even though the standing can't be seen.

#12
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
also is there some list with descriptions of what the variables mean?

#13
BillHoyt

BillHoyt
  • Members
  • 109 messages
Look in your AMBIENT_AI.XLS file, under the "read me" tab. The file should be in your Dragon Age\\tools\\Source\\2DA directory.

#14
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
What function are you using to remove the armor/change the appearance of the creature? Perhaps I could suggest some alternatives that might not cause him to stand up.

#15
Kilrogg_

Kilrogg_
  • Members
  • 296 messages
According to the comments in ambient_ai 2DA, AMBIENT_SYSTEM_STATE 8 disables animation blending on the ambient animation, so if you set AMBIENT_SYSTEM_STATE 11 (1 + 2 + 8), your naked guy might spawn directly into the dead animation instead of blending from the default standing position to the dead position.