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Building statues from creatures?


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7 réponses à ce sujet

#1
rjshae

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My first post here... so I hope this works. I just started to look into this idea, so I'm posting here to see if anybody already has a solution.

It seems like a reasonable notion that I could take any creature, scale it, apply a stoneskin (or barkskin?) visual effect, then use a special effect to prevent it from animating. (Maybe EffectParalyze with a super high Save DC?) This way I would have a ready-made statue from any of the existing creatures (or an NPC) that I could place in an area. It would have to be spawned in a walkable location, of course, so maybe a suitably shaped walkpath cutter would be needed to block it off from access.

Has anybody experimented with something like this? :wizard:

#2
MokahTGS

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Pretty common question actually:

NPC Statues

Modifié par MokahTGS, 21 juillet 2010 - 10:20 .


#3
kamalpoe

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MokahTGS wrote...

Pretty common question actually:

NPC Statues

fixed link
:wub: cuz there's no pink pirates.

#4
rjshae

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kamalpoe wrote...

MokahTGS wrote...

Pretty common question actually:

NPC Statues

fixed link
:wub: cuz there's no pink pirates.


Thanks! Now if I could just make a walkable platform on top of a pedestal placeable...

(The Walkmesh helper didn't seem to help in this regard.)

#5
MokahTGS

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The walkmesh helper should...that's what I did.

#6
rjshae

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I used the sample code but I ended up making a couple of little changes (to prevent the corpse from fading away and to block characters from walking through it).
void main() {
  // Stop creature animating
  ApplyEffectToObject( DURATION_TYPE_PERMANENT,
    SupernaturalEffect( EffectVisualEffect( VFX_DUR_FREEZE_ANIMATION ) ),
    OBJECT_SELF );

  // Add a stoneskin
  ApplyEffectToObject(
    DURATION_TYPE_PERMANENT,
    EffectVisualEffect( VFX_DUR_PROT_STONESKIN ),
    OBJECT_SELF );

  // Prevent creature from fading out
  SetIsDestroyable( FALSE, FALSE, FALSE );

  // Time to die
  ApplyEffectToObject( DURATION_TYPE_PERMANENT,
    EffectDeath(), OBJECT_SELF );
  
  // Obstruct location with a collision ball
  location loc = GetLocation( OBJECT_SELF );
  object oCollBall = CreateObject( OBJECT_TYPE_PLACEABLE,
    "plc_collball", loc );
  float fSS = 0.5f; // Scale to fit creature
  SetScale( oCollBall, fSS, fSS, fSS );
}
It's too bad there's not a marble skin effect. The stone statue looks kinda odd exhaling and crumbling off bits of stone.  :blush:

#7
rjshae

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MokahTGS wrote...

The walkmesh helper should...that's what I did.


Not sure why it didn't work for me. I'll have to experiment. Thanks.

#8
Kaldor Silverwand

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There was a post in the old forum that explained how to remove the dropping dust from the stone effect. It required the use of the vfx editor. You can probably find it with Google.



Regards