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Naga refusing to speak


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#1
Clyordes

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Hi folks, I'm just polishing up the final encounter of my current project & am a tad stuck with a script that I'm hoping weill make it a little more dramatic.

I've used Lilac Soul's scripter to create a script that draws her from her cave to a waypoint before the PC's, gets her to speak a line, then turns her & the other inhabitants of the cave, hostile.  The whole thing is triggered by the PC's entering a trigger.

Only problem is that she doesn't speak her line.  She slithers up to her WP fine, and everyone turns hostile as planned, but she misses out the speech.  Only time she's said it was when I exported the area to a test module & ran it.  She's got a custom faction (that's '50' to everyone, if that helps) & that didn't export, so she had an 'unknown' faction when I checked to see what was going on - I think it defaulted to hostile to everyone.

Another thing I'm not convinced is working is the sound "nagahiss" - its a sound I've placed at the naga's waypoint, set as not active & not continuous in its properties - but I don't hear anything. Its basic blueprint is "Lizardfolk Hisses" if that helps.

My script's below - if you can throw any pointers my way, I'd be really grateful:
void main()
{

object oPC = GetEnteringObject();

if (!GetIsPC(oPC)) return;

int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));

if (DoOnce==TRUE) return;

SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);

object oTarget;
oTarget = GetObjectByTag("nagahiss");

SoundObjectPlay(oTarget);

SoundObjectSetVolume(oTarget, 75);

oTarget = GetObjectByTag("explictica");

AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("naga_wp")));

AssignCommand(oTarget, ActionSpeakString("You!  You're the Scum that's been poking around Orlane - Die!!"));

AssignCommand(oTarget, ActionWait(1.0f));

AdjustReputation(oPC, oTarget, -100);

oTarget = GetObjectByTag("garath");

AssignCommand(oTarget, ActionWait(15.0f));

AssignCommand(oTarget, ActionJumpToObject(GetObjectByTag("dst_nagaentrance")));

}

Oh, just to save any confusion - Garath is a cleric who turns up as a reinforcement during the fight - his bit works fine too.


One other unrelated thing - is there any way of controlling the number of actions/round that creatures can have?
My old PNP adventure says the Naga can use her charm gaze (currently set as a special ability) on top of any other actions each round - but I'm thinking that there's a limit in the game of 1 spell or spell like ability /round.  Is there any way around this that anyone can think of?

Thanks in advance folks,

Cly.

#2
MasterChanger

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I think your problem is that everything is happening all at once. You probably want some DelayCommand statements on those AssignAction calls, as well as on the thing that makes her hostile.

You can test this by removing (commenting out) all the other commands and the AdjustReputation for now and seeing if she speaks the line.

Also, I've used AdjustReputation myself, and my take is that it's for when you want the NPC to develop a general hatred of the object. They will go hostile, but I'm pretty sure they won't attack until a new perception event happens. SetIsTemporaryEnemy may be preferable if you just want her to attack.

Modifié par MasterChanger, 31 janvier 2011 - 03:34 .


#3
Shallina

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Call the turn hostile part of your script in the end node of the conversation. in a ga_hostile for exemple.



In your current setting, she start the convo and turn hostile immediatly, canceling the convo, and attacking.

#4
Clyordes

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Ah - thanks folks - got some extra delays in there & its all working grand now - cheers.

#5
Hellfire_RWS

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yay, the Naga is being used

#6
Clyordes

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Too right HF! I posted a thank-you comment on the RWS forums a few months ago when I started using the RWS All-inOne pack & Creature Converts - abosultely awesome!

There's also: Stirges, Oozes (customised to something like a Grey Ooze) and the Fabulous Gelly Cube - one of the first creatures I ever encountered as a PNP player - still terrifies me to this day - lurking around dark, dungeon corridors.

Which reminds me - I don't think I ever got around to voting - 10 coming your way now!



While you're around (assuming you're keeping tabs on this thread). My next projects going to be a remake of Oasis of the White palm - did you ever convert any of the placeables from NWN1 Pharoah? that you were/are going to submit to the vault?)



Pretty please?



Cly.

#7
Hellfire_RWS

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I'm actually working to convert the NWN1 module Pharaoh to NWN2.



I'm glad you like the content, cant wait to play your mod!

#8
Clyordes

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Fantastic.

Not to be too sycophantic or anything, but that was one of my all time favourite NWN1 modules - so many great memories of that day off work playing through the entire mod in one go - can't remember what time I finished, but it was late.



*** Bit of a spoiler for Pharaoh ***

I clearly remember there was one corridor that I had a problem with - something I did spawned some undead, and they kept respawning after I ran away (or something similar - I was playing a mage/rogue solo, trying to evade fights where possible). When I finally got back in there again there must have been 30-40 zombies filling the corridor solid. It was suddenly as laggy as anything, and I got through a fully charged wand of lightning & most of my own spells before I managed to clear them all & switched off the trigger - talk about adrenalin rush! Even though it wasn't planned, it was fantastic.



Then there was all the custom content & atmosphere - it looked & sounded incredible, and so different from pretty much anything around at the time. Hearing that you (and/or Moondrake?) were working on Oasis really inspired me to start playing with the NWN2 toolset - thanks - although my wife might say otherwise, as its such a time sink!



Did I read somewhere that someone was converting DustDiggers?



So - do you have anything near release in terms of NWN2 desert themed custom content that's not in the RWS all in one? If you're converting Pharaoh, I'm presuming you've got some statues & similar that would be really handy in Oasis too? Or would you rather keep them for your own conversion?