I was wondering what the easiest way to reuse existing
triggers for various encounters. I'm creating an add in for
Origins and want certain events to trigger based on plots for
this mini-campaign. I realize that this probably means editing
existing scripts, but was hoping someone could suggest a
more elegant solution.
Reusing existing triggers for new content
Débuté par
ladydesire
, août 17 2010 04:47
#1
Posté 17 août 2010 - 04:47
#2
Posté 17 août 2010 - 04:54
A specific example would help us understand what exactly are you trying to do. Are the triggers actual triggers? Or conversation triggers (via plot setting) to do specific things? Or do you just want to use existing plots to be referenced in your campaign?
#3
Posté 17 août 2010 - 05:50
What I'd like to be able to do, among other things, is have "flashbacks" like in Warden's Keep. I know how to spawn and despawn creatures for this via PRCSCR, but not how to have these kinds of things happen based on a specific location in a pre-existing area.
#4
Posté 17 août 2010 - 06:15
If you don't want to touch existing stuff, you could try spawning a trap (using Trap_CreateTrap) with a circular/square aoe where you want. Set the placeable script to your custom script to handle the Enter and Triggered events and play the cutscene/dialogue there.
To make it invisible, you would need to set the difficulty to impossible.
The above logic should work and you will not need to touch any of the existing stuff to make it work too.
To make it invisible, you would need to set the difficulty to impossible.
The above logic should work and you will not need to touch any of the existing stuff to make it work too.
#5
Posté 18 août 2010 - 10:02
You can do much the same thing as the trap suggestion, but skip all the trap overhead and use AOE objects directly. You create them through script, and you can set whatever script you want to handle their events. They recieve events for creatures entering/exiting them, so you can run whatever plot scripting you want off of that.
#6
Posté 18 août 2010 - 10:12
That's interesting and I didn't know about it. I am assuming you use CreateObject with OBJECT_TYPE_AREAOFEFFECTOBJECT.
You would still need a resource name for that, right? An invisible resource placeable?
You would still need a resource name for that, right? An invisible resource placeable?
#7
Posté 18 août 2010 - 10:31
Nice; leave a post up long enough and a developer will chip in with a suggestion. I'll try that when I get to that part of the scripting.
#8
Posté 19 août 2010 - 12:07
TimelordDC wrote...
That's interesting and I didn't know about it. I am assuming you use CreateObject with OBJECT_TYPE_AREAOFEFFECTOBJECT.
You would still need a resource name for that, right? An invisible resource placeable?
You create an effect using EffectAreaOfEffect(), then apply that effect at a location.
You have to specify a 2da row for the type of aoe. If you specify your own script almost any aoe type could work, so you'd select based on the size and shape. Or you could extend that 2da and make your own row for maximum customization. The 2da is in AOE.xls.





Retour en haut






