Not sure if this has been discussed before...
It seems that if a follower is deselected in Party Picker, they persist (across area lists) as an invisible object which is recognised by GetObjectByTag.
For example, I've been able to use this to remove a VFX regardless of whether the follower is active or not, which simplifies the event logic considerably.
I don't have a camp in my standalone module, so I don't need to consider that complication.
Is anyone aware of any downside or fragility?
Inactive Followers
Débuté par
Proleric
, mai 03 2011 06:18
#1
Posté 03 mai 2011 - 06:18
#3
Posté 04 mai 2011 - 05:49
Thanks for the reminder!
I did another test which confirms your finding.
In summary, "available" companions continue to follow the player as inactive objects.
So they are always in the player's current area.
Although their location is determined by the engine, other properties can be changed by script.
I did another test which confirms your finding.
In summary, "available" companions continue to follow the player as inactive objects.
So they are always in the player's current area.
Although their location is determined by the engine, other properties can be changed by script.
Modifié par Proleric1, 04 mai 2011 - 05:55 .
#4
Posté 26 mai 2011 - 06:30
An unexpected consequence of the above is that if a conversation is written with an interjection from a specific follower, the interjection will always be spoken (by an invisible object) unless you make the line conditional on whether the follower is actually in the party.
#5
Posté 26 mai 2011 - 11:26
Thanks for the heads up.
#6
Posté 29 mai 2011 - 09:52
They aren't exactly in the area with the player, but rather in the character stage area which is always in memory. Sometimes it acts effectively the same, though.





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