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putting a lootable item on the floor


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#1
ixobelle

ixobelle
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I've been spending so much time creating my inn... now that I'm starting to fill it with NPCs that give quests and items to be looted I'm hitting so many walls it's scary.

in NWN2, just about any item could have an inventory, or you could just drag an item into the editor and it would wrap itself in a bag. I've created a 'notebook' plot item, but can't for the life of me figure out how to get it into my PCs hands, no matter what.

I have a hcest on the ground (lame) that will let me put armor and swords, etc, inside, but not my created item. I can't put it in the 'inventory' of a book placeable because I'm only seeing (noninteractive) book models, and not placeables... in NWN we would use little scripts that were like 'destroy_on_use' that would kill the static item placed on the table, and spawn an item in your inventory.

I feel like I've bit off way more than I can chew for my first project, but even super simple things like having an NPC give me an item during a conversation is turning out to be a huge headache.

When I first saw the plot window, I figured the actions pane would have like 'give item' and you could just supply a parameter where you named the tag of the item.

#2
Fester Pot

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Here, grabbed this from the beta forum.

BryanDerksen
Also note that you can't edit the inventory of a placed instance of a container, you have to edit it back at the template level. This means that if you want to put a specific sword into a specific chest, you need to make a specific "chest containing this sword" template for it.

You should be able to fake the placing of items in an area by creating "containers" that look like the items, that give you the item and destroy themselves when clicked on.

By default the player can't place items back into containers. However, the ability to do this exists in the engine and it's my understanding that it's a pretty simple change to enable this functionality either game-wide or on a container-by-container basis. The OpenInventory script function takes a simple "can add items" true/false parameter.
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Modifié par Fester Pot, 13 novembre 2009 - 09:23 .