Trying to Set my Party to Limit 4
#1
Posté 20 juillet 2010 - 05:18
#2
Posté 20 juillet 2010 - 10:17
#3
Posté 20 juillet 2010 - 10:45
#4
Posté 20 juillet 2010 - 11:45
You have to script the control by yourself. It's not beceause you set the party limit at 4 that you won't be able to put 5 henchmen in party.
You need to ccheck when a henchmen join if you aren't al ready at your limit.
Modifié par Shallina, 20 juillet 2010 - 11:47 .
#5
Posté 20 juillet 2010 - 11:55
not henchies, party members is my interest.Shallina wrote...
There is no engine limitation on the number of henchmen, nevers.
You have to script the control by yourself. It's not beceause you set the party limit at 4 that you won't be able to put 5 henchmen in party.
You need to ccheck when a henchmen join if you aren't al ready at your limit.
#6
Posté 21 juillet 2010 - 03:46
Regards
#7
Posté 21 juillet 2010 - 04:28
#8
Posté 21 juillet 2010 - 05:28
@Silverwand, I tried the settings in the campaign editor and they don’t seem to have any affect. I can still let up to 5 people into my party.
#9
Posté 21 juillet 2010 - 11:25
#10
Posté 21 juillet 2010 - 02:12
int PartyNumber(object oPlayer);
int PartyNumber(object oPlayer)
{
int iNumber = 0;
object oFM = GetFirstFactionMember(oPlayer, FALSE);
while(oFM != OBJECT_INVALID)
{
if(GetIsPartyMember(oFM)){iNumber = iNumber + 1;}
oFM = GetNextFactionMember(oPlayer, FALSE);
}
return iNumber;
}
Lance
Modifié par Lance Botelle, 21 juillet 2010 - 02:14 .
#11
Posté 21 juillet 2010 - 07:10
#12
Posté 21 juillet 2010 - 07:35
Alupinu wrote...
Hey Lance, thanks for the script but unfortunately I was not able to get it to compile. (No Left Bracket on line 9.) Not much of a scripter so I was unable to figure it out. If you could get it to compile(nwn2), we would greatly appreciate it. Thank you.
Hi Alupinu,
That script was a complete function that I have in an "include" file. If you are not familiar with scripting, then it may not have made sense. Here is how to use it then. Copy and paste all script into a fresh script and save. You will need to fill in the code where required. NB: Includes the ginc_death include as well.:-
#include "ginc_death"
// FUNCTION ABOVE THE MAIN SCRIPT
int PartyNumber(object oPlayer)
{
int iNumber = 0;
object oFM = GetFirstFactionMember(oPlayer, FALSE);
while(oFM != OBJECT_INVALID)
{
if(GetIsPartyMember(oFM)){iNumber = iNumber + 1;}
oFM = GetNextFactionMember(oPlayer, FALSE);
}
return iNumber;
}
// MAIN SCRIPT THAT USES FUNCTION
void main()
{
object oPlayer = GetFirstPC(FALSE); // OR HOWEVER ELSE YOU WOULD GET THE PLAYER
int NumInParty = PartyNumber(oPlayer);
if(NumInParty > 4)
{
// YOUR SCRIPT HERE
}
else
{
// AND YOUR SCRIPT HERE
}
}
Lance
Modifié par Lance Botelle, 21 juillet 2010 - 07:43 .
#13
Posté 22 juillet 2010 - 12:09
#14
Posté 22 juillet 2010 - 09:01
@Kamapoe, let me know if you’re interested in the way I figure it out. Seems to work.
#15
Posté 22 juillet 2010 - 09:36
#16
Posté 23 juillet 2010 - 11:40
What is a "hang out " system?
Lance.
#17
Posté 23 juillet 2010 - 09:45
@Kamalpoe, wasn’t sure how to go about explaining it so I’m just going to give you a list of the scripts I used and what I did with them and we will work from there.
Definition: Hangout: This is the place where the npc may be found for the pc to add to his party. This spot is marked with a waypoint . You may have as many waypoints as you want for an individual npc as long as there is only one waypoint per module and that all the wp_tags are the same for that one npc hangout.
@Conditional scripts:
*gc_is_in_party* obviously to separate ‘in party’ nodes from ‘out of party’ nods.
*gc_num_comps* this sets the number (size) you want the party to be. Example, I wanted my party to have 3 npc’s so I set the variable to ‘
*gc_module* this script determines what module the party is in and compares is to set variable (module_tag). I could not figure out how to get the npc to travel between modules on its own so I used this script instead. True and the npc will leave the party. False and the npc will tell the pc to take them back to the mod of their hangout.
@Action:
*ga_rm_set_hangout* this finds the tag of a waypoint that you want the npc to return to when not in the party. This script should be installed just before or just after the ‘npc join party scripts’.
*ga_rm_go_to_hangout* this script kicks the npc out of the party and returns them to their hangout. WARNING: if the pc kicks the npc out of the party in a module that does not have a set hangout, the npc will vanish and no longer be accessible to the player in game. (Use ‘gc_module’)
@Now all these script I do believe should be in your toolset if not let me know and I will post them. Any other questions let me know and I will try and answer them as well. Good Luck.
Modifié par Alupinu, 23 juillet 2010 - 09:47 .
#18
Posté 23 juillet 2010 - 10:01
/Smacks self in head!
Modifié par kamalpoe, 23 juillet 2010 - 10:50 .
#19
Posté 24 juillet 2010 - 03:09
There are times in NWN2 OC that you can change NPCs between modules, like the gnome encounter. I added NPCs from a different module as well as dropping some. Maybe the script you are looking for to move an NPC between modules is there.
If not, they are probably using a blueprint of the NPC and changing it to match.
#20
Posté 25 juillet 2010 - 07:54
Modifié par Alupinu, 25 juillet 2010 - 08:37 .





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