I'm trying to have a scenario where party members are temporarily removed from the party and become neutral, such that enemies will not attack them. I'm doing the following:
SetFollowerState(Creature, FOLLOWER_STATE_AVAILABLE);
SetGroupId(Creature,GROUP_NEUTRAL);
And then later I bring them back with:
SetGroupId(Creature,GROUP_PC);
SetFollowerState(Creature, FOLLOWER_STATE_ACTIVE);
Unfortunately, when they come back, all of their tactics/quickbar slots are empty. Interestingly, if I do the same thing with the PC, his tactics and quickslots are fine when he returns.
Any ideas on why this happens and how to prevent it?
Followers losing their quickbar/tactics in certain conditions
Débuté par
FergusM
, oct. 16 2010 10:18
#1
Posté 16 octobre 2010 - 10:18
#2
Posté 17 octobre 2010 - 10:31
This is certainly a known issue.
AFAIK there's no direct solution, but you can work around it by using a stunt double (a creature that looks like the follower) for the scenes in which they act independently.
Obviously, you may have to deselect the real follower, and regulate use of the party picker, during these scenes.
I try to find and copy examples in the OC when trying to do stuff like this. I suspect the root cause of this problem is that Bioware don't do things that way, so the function may never have been tested.
AFAIK there's no direct solution, but you can work around it by using a stunt double (a creature that looks like the follower) for the scenes in which they act independently.
Obviously, you may have to deselect the real follower, and regulate use of the party picker, during these scenes.
I try to find and copy examples in the OC when trying to do stuff like this. I suspect the root cause of this problem is that Bioware don't do things that way, so the function may never have been tested.
Modifié par Proleric1, 17 octobre 2010 - 10:32 .
#3
Posté 17 octobre 2010 - 09:06
Actually, I figured out that in the warren of despair that is my code, I was not executing the code I thought I was. It turns out that I was setting them to invalid. Available does in fact retain their quickslots and tactics. UT_PartyStore and Restore basically work this way.
#4
Posté 18 octobre 2010 - 05:38
Glad the problem is resolved.
Apologies - I had exactly the symptom you described in early tests of various follower states, but the AVAILABLE state works OK.
There is an issue with the active status of the follower - they may disappear if the player leaves the area then returns (or the follower transitions to a new area). This is fixed by making the follower active when the player enters the area.
Apologies - I had exactly the symptom you described in early tests of various follower states, but the AVAILABLE state works OK.
There is an issue with the active status of the follower - they may disappear if the player leaves the area then returns (or the follower transitions to a new area). This is fixed by making the follower active when the player enters the area.





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