Greetings all,
Anyone have any suggestions on how to best go about creating wandering merchants like in Fallout 3? I have the wandering part down - but how best to handle the store wp?
Cheers
Wandering Merchants?
Débuté par
Bubba McThudd
, mai 11 2011 11:05
#1
Posté 11 mai 2011 - 11:05
#2
Posté 11 mai 2011 - 11:28
The store does not need to be in the same spot. We have a "room" that we store things in and in it is several stores that different merchants open up. The script to open a store just looks for the closest properly named store in the module.
#3
Posté 12 mai 2011 - 12:21
Ah, I did not know that. Thanks!
#4
Posté 12 mai 2011 - 04:30
Ah, slight problem. I should have mentioned that my wandering merchant is wandering over several areas. He can't seem to access his store outside of the area where the store WP is. Anyway around this while keeping the inventory persistent?
#5
Posté 12 mai 2011 - 04:49
Change the line that gets the object. I am guessing that it is something like
oStore = GetNearestObject...
Change it to something more like.
oStore = GetObjectByTag....
that will allow allow it to get the store fome another area.
oStore = GetNearestObject...
Change it to something more like.
oStore = GetObjectByTag....
that will allow allow it to get the store fome another area.
#6
Posté 12 mai 2011 - 05:58
You can also make your script create a store if none exists then destroy it at the end of the transaction. That will also fix any problems with variables on infinite items. All depends on how the end result you want.
#7
Posté 13 mai 2011 - 01:50
Thanks Lightfoot, that works!
#8
Posté 13 mai 2011 - 03:47
Could you post the completed script?I know im so darn lazy.But at least i know itll work.
#9
Posté 13 mai 2011 - 03:59
Also, doesn't Vokarion in HotU work pretty much like Lightfoot8 described? I remember something like that when I modified his store script to randomly replenish certain items every so often. (There were also a few dead items in the script that needed fixing, IIRC.) But, the basic idea of Volky as a wandering merchant seem similar, with the added twist that he was a summonable NPC via the lamp.
#10
Posté 13 mai 2011 - 04:37
I now have a working wandering merchant who, along with a guard and pack horse, traverses winding forest trails through 3 large maps, setting up shop for a spell in each. Rather like the merchants in Fallout 3, which was what I was aiming for.
I used Axe Murderers' Killer Walkway system to make the merchant wait at each of the 3 market locations for a spell, and L8s' suggestion solved the Merchant inventory problem. Still a few kinks (merchant won't stop if you meet him between markets, so you need to shop fast) but as I get more familiar with the KWW system I reckon I'll suss it out.
Thanks for the feedback!
I used Axe Murderers' Killer Walkway system to make the merchant wait at each of the 3 market locations for a spell, and L8s' suggestion solved the Merchant inventory problem. Still a few kinks (merchant won't stop if you meet him between markets, so you need to shop fast) but as I get more familiar with the KWW system I reckon I'll suss it out.
Thanks for the feedback!
#11
Posté 15 mai 2011 - 08:00
HOTU had the scripts you were looking for I suspect, for the Genie in a bottle.





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