I've got a trigger set up that keeps the player from moving off the map, while letting enemies move on and off. It's actually an attempt at a solution for the problem I had here:
http://social.biowar...4/index/3341598
This is the trigger's event script (the important part):
case EVENT_TYPE_ENTER:
{
object oCreature = GetEventCreator(ev);
if (GetGroupId(oCreature) == GROUP_PC)
{
UT_QuickMoveObject(oCreature, "wp_coastexit", TRUE, FALSE, TRUE, TRUE);
}
break;
}
The player moves into the trigger, and immediately they turn around and take one step back. And a nearby party member says something about why they can't go that way. It actually works great, both in and out of combat, but I just noticed it doesn't work if the player has selected the "hold position" option for party members. In that case, the character moving into the trigger just turns around but doesn't move, allowing them to then be moved off the map without triggering the EVENT_TYPE _ENTER on the trigger again. Sigh.
I've been digging around, and I can't find anything about hold position, or how it overrides movement commands... how hard coded is it?
Can anyone point me in the right direction so I can wreak some vengeance on hold position, or maybe suggest a more peaceful solution?
Any help will be very, very appreciated... I've been obsessing over this. Thanks for reading,
Alex





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