Is it possible to jump an NPC from one Area List to another? Because, from what I understand, only one Area List is loaded into memory at any time, and you cannot access objects that are not in an area currently loaded into memory. I know that I could just put a copy of the NPC in each Area List, but I need to keep all of the local variables I have set between these areas.
Moving NPCs between Area Lists?
Débuté par
SynysterLyfe
, juin 09 2010 03:27
#1
Posté 09 juin 2010 - 03:27
#2
Posté 09 juin 2010 - 03:41
As far as I know, moving creatures between area lists is impossible.
My advice is don't use local variables for storing global information. Use plot flags or module variables. Or, if for some reason that really doesn't work, you could try Craig's runtime variable storage system, although even with that I think you'd have to rework how you're storing and referencing the data.
Update: I still advise using plot flags or some other system, but if you absolutely need to move a creature between area lists, I think you can add them to the party pool, which will put them in global memory and allow them to go anywhere.
My advice is don't use local variables for storing global information. Use plot flags or module variables. Or, if for some reason that really doesn't work, you could try Craig's runtime variable storage system, although even with that I think you'd have to rework how you're storing and referencing the data.
Update: I still advise using plot flags or some other system, but if you absolutely need to move a creature between area lists, I think you can add them to the party pool, which will put them in global memory and allow them to go anywhere.
Modifié par DavidSims, 09 juin 2010 - 03:43 .
#3
Posté 09 juin 2010 - 03:44
Thanks for the quick reply. I think what we're going to do then is create a plot item that the PC can carry between areas that will contain all of the info we need. Ugly, but it looks like it's the only thing that's going to work.
#4
Posté 09 juin 2010 - 04:38
What kind of info are you looking to store? I might be able to suggest a better aproach if I knew what you were trying to do.
#5
Posté 09 juin 2010 - 05:20
Basically we need a copy of each NPC in each Area List that share all the same variables i.e. if we change an NPCs affinity (just a float) in one Area List then travel to a new Area List we need to be able to retrieve that affinity value.
#6
Posté 09 juin 2010 - 06:01
Just speaking for myself, but for that kind of purpose I'd rather look at module localvars or Craig's concept, as David said. Although the latter would prolly be an overkill if you only need to store a rather low (and known beforehand) number of variables.
In any case, it'd always be simplier than having to synchronise the data from distinct NPC "copies" across several areas.
In any case, it'd always be simplier than having to synchronise the data from distinct NPC "copies" across several areas.
Modifié par Phaenan, 09 juin 2010 - 06:03 .
#7
Posté 09 juin 2010 - 06:59
Thanks. Took a quick look at Craig's scripts and they might work.
Another option we were looking at though, although I'm not entirely sure it would work, would be to use the PartyPickerStage as sort of a transition area between Area Lists, i.e. teleport NPCs there, teleport PC to new area, then teleport in NPCs from PartyPickerStage. From what I've heard this area is basically in every Area List, and it is where Craig's scripts stores all of its invisible objects.
This would be the ideal solution as it would allow us to have access to all of the NPCs at once without having them all in the current Area List. From there we could randomly select an NPC based on the variables we're storing and teleport them to where the player is and have them fill a certain role dynamically. Any thoughts?
Another option we were looking at though, although I'm not entirely sure it would work, would be to use the PartyPickerStage as sort of a transition area between Area Lists, i.e. teleport NPCs there, teleport PC to new area, then teleport in NPCs from PartyPickerStage. From what I've heard this area is basically in every Area List, and it is where Craig's scripts stores all of its invisible objects.
This would be the ideal solution as it would allow us to have access to all of the NPCs at once without having them all in the current Area List. From there we could randomly select an NPC based on the variables we're storing and teleport them to where the player is and have them fill a certain role dynamically. Any thoughts?
Modifié par SynysterLyfe, 09 juin 2010 - 07:00 .
#8
Posté 09 juin 2010 - 07:26
The simpler method would be to add the NPCs into the party list while initiating the transition and then, move them out of the party list while the new area is loading (you don't need a party picker for this). This way, you don't have to worry about area lists or variables since you will be moving the same NPC across areas.
If you don't want certain NPCs in a particular area, you could still move them in and move them to waypoints not accessible/visible to the player.
Edit: Should have refreshed topic before posting.
@SynysterLyfe, that will work. You don't need the partypickerstage area though. Just add them to the partylist and then, remove them. Once you remove them, you can decide which ones you want to interact with and move the rest to inaccessible points.
If you don't want certain NPCs in a particular area, you could still move them in and move them to waypoints not accessible/visible to the player.
Edit: Should have refreshed topic before posting.
@SynysterLyfe, that will work. You don't need the partypickerstage area though. Just add them to the partylist and then, remove them. Once you remove them, you can decide which ones you want to interact with and move the rest to inaccessible points.
Modifié par TimelordDC, 09 juin 2010 - 07:29 .
#9
Posté 09 juin 2010 - 08:00
Turns out that adding the NPCs to the party might actually be the easiest solution, and it was actually one of the original ones posted by DavidSims that I somehow managed to miss. Sorry.
One last question though. Is there a maximum limit on how many followers you can have? I tried 20 and it worked so is there even an upper limit other than what your PC can handle?
Edit: PC was a bad choice of words. What I should have said was "other than what your computer can handle?"
One last question though. Is there a maximum limit on how many followers you can have? I tried 20 and it worked so is there even an upper limit other than what your PC can handle?
Edit: PC was a bad choice of words. What I should have said was "other than what your computer can handle?"
Modifié par SynysterLyfe, 09 juin 2010 - 08:10 .





Retour en haut






