I want to have a party member where any move commands, player issued or otherwise, will be instantly cancelled.
I was looking at EVENT_TYPE_COMMAND_PENDING, but this seems to just be for attacks and I'm not even sure it goes through the creature script on its way to rules_core.
Preventing the player from issuing move commands
Débuté par
FergusM
, août 21 2010 01:06
#1
Posté 21 août 2010 - 01:06
#2
Posté 24 août 2010 - 09:26
If you give the party member a static command, he will ignore other orders while it is executing. That's not quite the same thing as cancelling them, but it may work for you. You could give a wait command to the party member, and for the duration they won't be able to be ordered around.
If you want the party member to still be able to execute AI orders, that's a little tougher. If you just be sure to assign all commands as static, and when they are doing anything use a short wait command that might do what you want. You'd need a robust custom ai/command complete script.
There may be a way to intercept the commands after they have been issued, but it's not something I've explored.
If you want the party member to still be able to execute AI orders, that's a little tougher. If you just be sure to assign all commands as static, and when they are doing anything use a short wait command that might do what you want. You'd need a robust custom ai/command complete script.
There may be a way to intercept the commands after they have been issued, but it's not something I've explored.





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