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Perm. mounted after logging off


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12 réponses à ce sujet

#1
seventh_son

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I hope I am in the right section, I am having troubles that I cant seem to find any info on. I was using the CEP 2.3 and patch 1.69 ridable horses, You know the horses that are build into the toolset with those updates. well I found quickly that when a player logs off mounted or nwn crashes while mounted the player is from that point on Perma. mounted and cant be fixed... is there a way to fix this? has anyone else run into this issue..?

#2
Lightfoot8

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You should have X3_Mod_def_enter as the OnClientEnter Event.  Or call it from your Custom event.

//::///////////////////////////////////////////////
//:: Default On Enter for Module
//:: x3_mod_def_enter
//:: Copyright © 2008 Bioware Corp.
//:://////////////////////////////////////////////
/*
     This script adds the horse menus to the PCs.
*/
//:://////////////////////////////////////////////
//:: Created By: Deva B. Winblood
//:: Created On: Dec 30th, 2007
//:: Last Update: April 21th, 2008
//:://////////////////////////////////////////////
#include "x3_inc_horse"
void main()
{
    object oPC=GetEnteringObject();
    ExecuteScript("x3_mod_pre_enter",OBJECT_SELF); // Override for other skin systems
    if ((GetIsPC(oPC)||GetIsDM(oPC))&&!GetHasFeat(FEAT_HORSE_MENU,oPC))
    { // add horse menu
        HorseAddHorseMenu(oPC);
        if (GetLocalInt(GetModule(),"X3_ENABLE_MOUNT_DB"))
        { // restore PC horse status from database
            DelayCommand(2.0,HorseReloadFromDatabase(oPC,X3_HORSE_DATABASE));
        } // restore PC horse status from database
    } // add horse menu
    if (GetIsPC(oPC))
    { // more details
        // restore appearance in case you export your character in mounted form, etc.
        if (!GetSkinInt(oPC,"bX3_IS_MOUNTED")) HorseIfNotDefaultAppearanceChange(oPC);

        // pre-cache horse animations for player as attaching a tail to the model
        HorsePreloadAnimations(oPC);
        DelayCommand(3.0,HorseRestoreHenchmenLocations(oPC));
    } // more details
}



#3
seventh_son

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I will give this a try, Thanks...



is this a problem you have heard of? Funny how I cant find any other instances of this issue.

#4
Genisys

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Lightfoot8 is correct, it's the OnClientEnter script that takes away the appearance of the player being mounted. The player's Appearance is now one of that of the same race mounted on (this specific horse), when the PC enters the module, their appearance is reverted back to a normal character without the horse, more or less..

#5
seventh_son

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so I should have been using that script all along if I didnt have a custom OnEnter script... interesting that i didnt catch that but I guess I didnt know. I was using originally a CEP2.0 phenotype horse system I made way back, I guess it is VERY different to this new one...



Thanks for the info guys.

#6
Genisys

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If you don't want to impliment the 1.69 horse system (Can't blame you there), then I would simply use Barry's CEP 2.0 Horses.. Get It Here

Modifié par Genisys, 03 septembre 2010 - 12:04 .


#7
Shadooow

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I have one very user friendly horse system too :devil:

#8
seventh_son

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What is wrong with the 1.69 horses?  I have little experience with them. I was using my system for cep 2.0. 

Geojedi73's

 it works great but is limited.... 

#9
TSMDude

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The 1.69 horses are lag monsters. I think CEP made some new horses that are less laggy.

Here is a link from the old forums.



Quote:  by Brian Chung
It's client side loading of 13+mb of horse animations. Since the NWN client by default only caches like 16mb in resources, so whenever a horse appears, it causes a momentary stutter as the client has to clear out the resource cache, then load the animation data off the HD. The standard humanoid animations cause no hiccup because you're almost always guaranteed to have it in memory being a PC so it's always loaded.

You can up the amount by changing the nwnplayer.ini setting under [Game Options] and adding "Max Memory Usage=32". Up to a max of 64mb, beyond that there wasn't much performance benefit according to some tests we did internally. So there might be a small initial pause on the first horse load, but afterwards it might not be as bad even if you transition areas.

http://nwn.bioware.c...641180&forum=42

Modifié par TSMDude, 03 septembre 2010 - 05:39 .


#10
TheSpiritedLass

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seventh_son wrote...

I hope I am in the right section, I am having troubles that I cant seem to find any info on. I was using the CEP 2.3 and patch 1.69 ridable horses, You know the horses that are build into the toolset with those updates. well I found quickly that when a player logs off mounted or nwn crashes while mounted the player is from that point on Perma. mounted and cant be fixed... is there a way to fix this? has anyone else run into this issue..?


We had a problem a while back with a user crashing out while mounted and came back in floating in the air like they were on a horse... but no horse.  It turned out to be a phenotype/tail problem.  If this is what you are seeing, and the above things don't fix it, let me know and I'll dig up the fix for it (which also goes in the OnEnter script).

#11
seventh_son

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thanks.. we are testing it this weekend, I will get back to you with our results. The issue we had was the pem. mounting after logging off or crashing... so I hope this will fix that issue. I never thought to use the script with my custom OnClient script.

#12
ffbj

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Here is something I did with horses:
http://nwvault.ign.c....Detail&id=5921

#13
seventh_son

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yeah these fixes didnt work but that is ok, considering the lag issues you have all been talking about, I will simply go back to my own horse system... But thanks again for all your help....