Modifié par gordonbrown82, 28 mai 2010 - 06:02 .
making creature dissapear on click event (solved)
Débuté par
gordonbrown82
, mai 27 2010 04:44
#1
Posté 27 mai 2010 - 04:44
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.
#2
Posté 27 mai 2010 - 07:37
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
Posté 27 mai 2010 - 04:59
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
Posté 27 mai 2010 - 05:23
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
Posté 27 mai 2010 - 06:01
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
Posté 27 mai 2010 - 06:01
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
Posté 28 mai 2010 - 05:02
how do i make an invisible container? it should be the size of the body i suppose.
#8
Posté 28 mai 2010 - 08:35
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
Posté 28 mai 2010 - 12:53
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
Posté 28 mai 2010 - 01:00
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
Posté 28 mai 2010 - 01:49
he still falls down from standing even though the standing can't be seen.
#12
Posté 28 mai 2010 - 01:52
also is there some list with descriptions of what the variables mean?
#13
Posté 28 mai 2010 - 02:14
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
Posté 28 mai 2010 - 03:58
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
Posté 29 mai 2010 - 04:30
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.





Retour en haut






