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Sit and stay seated


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11 réponses à ce sujet

#1
LordNyvek

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Was a way ever devised for this?  I would really love for one of my NPC's to sit down and communicate with the PC.  Thanks for any/all help. 

#2
Shallina

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Check the OC and the dwarf stronghold. Where dwarves are sitting.



There is no restrictction about conversation, but you may have to use something else than the default camera.

#3
MokahTGS

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You can look on the Vault as well for scripts for this:



NPC Sitting Scripts

#4
rjshae

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Shallina wrote...

Check the OC and the dwarf stronghold. Where dwarves are sitting.

There is no restrictction about conversation, but you may have to use something else than the default camera.


Thanks for the suggestions. The ActionSit routine has never worked for me; lord knows I've tried. So I'll have to take a look at that module of the OC.

#5
Guest_ElfinMad_*

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I find that converting the sitting placeable to an environmental object, and placing the npc in the centre of the object, with a simple one line heartbeat script on the npc to play the looping sit animation works well. You should also make the NPC un-bumpable and to not orientate on dialogue.

#6
LordNyvek

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I do seem to remember Nasher sitting and chatting? It's been a while since I played though, so I could be very mistaken.

#7
rjshae

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I checked the dwarven hall in the OC and it looks like the dwarves are seated using a heartbeat script with some custom animation files (with names in double quotes), rather than by means of the ActionSit call. There are animation files for waiting, drinking or chatting, all while sitting. The chairs look to be walkable since the dwarves are pre-positioned in the center of the chairs in the toolset.

Modifié par rjshae, 27 août 2010 - 06:13 .


#8
painofdungeoneternal

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look up kemo on the vault, he's got everything you need for both sitting and lying down.

#9
Mazadan

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 If the NPC is only going to sit and not move around, one easy way to accomplish this is with scripted waypoints.  Lay down two waypoints for the NPC that exactly overlap, then use this script.  Remember to name it  "wp_TAG", where "TAG" is the tag of your NPC.  For example, if I have an NPC with the tag "bob", name this script "wp_bob":

#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}

Note that you can use this as a wrapper for any animation, not just sitting.  I have a stone mason constantly working away on a block in the mod I'm working on, for example.

You can also script in other behaviors of course, but that gets a bit tricky.  If you just want simple looping animation, this will do you.

Modifié par Mazadan, 28 août 2010 - 10:52 .


#10
PJ156

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Check out Uncle FB's NPC control. With that they can do anything you want but sitting convos become complicated. You need to either use a camera or NWN1 stype convo or you just get the top of thier heads.



PJ

#11
rjshae

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Mazadan wrote...

 If the NPC is only going to sit and not move around, one easy way to accomplish this is with scripted waypoints.  Lay down two waypoints for the NPC that exactly overlap, then use this script.  Remember to name it  "wp_TAG", where "TAG" is the tag of your NPC.  For example, if I have an NPC with the tag "bob", name this script "wp_bob":

#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}

Note that you can use this as a wrapper for any animation, not just sitting.  I have a stone mason constantly working away on a block in the mod I'm working on, for example.

You can also script in other behaviors of course, but that gets a bit tricky.  If you just want simple looping animation, this will do you.


You perhaps want to make the NPC non-bumpable so they can't get dislodged when a PC moves throught their space.

#12
Mazadan

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rjshae wrote...

Mazadan wrote...

 If the NPC is only going to sit and not move around, one easy way to accomplish this is with scripted waypoints.  Lay down two waypoints for the NPC that exactly overlap, then use this script.  Remember to name it  "wp_TAG", where "TAG" is the tag of your NPC.  For example, if I have an NPC with the tag "bob", name this script "wp_bob":

#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}

Note that you can use this as a wrapper for any animation, not just sitting.  I have a stone mason constantly working away on a block in the mod I'm working on, for example.

You can also script in other behaviors of course, but that gets a bit tricky.  If you just want simple looping animation, this will do you.


You perhaps want to make the NPC non-bumpable so they can't get dislodged when a PC moves throught their space.


Ah good point, yes I should have mentioned that :)