Trouble spawning an Ipoint and then having a convo with it
#1
Posté 20 mai 2011 - 01:41
#2
Posté 20 mai 2011 - 03:56
I always make a new blueprint copy and fix the typo and then use that one to call in scripts (so I don't have to keep remembering the extra space in there).
Give that a try.
#3
Posté 20 mai 2011 - 04:31
#4
Posté 20 mai 2011 - 05:17
What object type would an Ipoint be classed as, just out of curiosity? Is it considered a placeable?
#5
Posté 20 mai 2011 - 12:23
DannJ wrote...
What object type would an Ipoint be classed as, just out of curiosity? Is it considered a placeable?
Yup, its in the placeables listings, under the MISC sub-category.
#6
Posté 20 mai 2011 - 03:59
#7
Posté 20 mai 2011 - 05:24
#8
Posté 20 mai 2011 - 08:03
The fact it's already there means you don't have to add more resources to the game to use it, duplicating resrefs actually increases load times a little teensy bit so i try not to do it unless absolutely necessary. It also is something which has to be there or things won't work, which increases the chances your script won't work as intended when you share it with others. However creating your own .
Reasons to use one:
- Visual effects - by putting visuals on these you can actually move the effect around and destroy it. I would recommend renaming the visual and changing the resref when you spawn it in, so any DM's can see it in their chooser. ( If it's DM related this is really a must have for visuals as it allows them to control them in game ).
- As an endpoint between two effects ( you add one at the end of a lightning bolt soas to arc bolts to and from it, electricity only works between 2 objects ).
- Data storage, keep local ints and strings on it instead of the module object. You also can use it to store items, so if a player gets an item destroyed/stolen you can put it in an ipoint so a DM can retrieve it. ( you can also store items in the bioware DB which is persistent between games ). I basically have created a in game database using ipoints, for storing 2da and other cached data to improve performance.
- As an invisible caster of a spell or trap.
- As a heartbeater - you can dynamically set the heartbeat script on an ipoint placeable to any script you want, then set the interval to whatever you desire, your script can run once a day, once an hour, once a minute, or every single second. You can even adjust the heartbeat interval each time it runs to implement what could be called cron jobs. I use this instead of the module heartbeat to make my systems easily installable without needing to adjust the module itself, and i also store as setlocalobject anything this script should act upon, thus allowing me to iterate only specific creatures ( ie just those holding torches ).
- As a sensor, if a spell like fireball affects placeables, it can fire the onspellcast event. You can also use them to echo what people are saying.
To some degree storage can be done on waypoints, but those just have fewer features and are really more of a way of storing location information in a module.
Modifié par painofdungeoneternal, 20 mai 2011 - 08:04 .
#9
Posté 20 mai 2011 - 09:26
Sorry for the noob question.
EDIT: Duurr...and I just read what Knightmare wrote. So just to confirm "ipoint"(NWN2) is basically the same thing as "invisible object"(NWN1)?
Modifié par GhostOfGod, 20 mai 2011 - 09:29 .
#10
Guest_Chaos Wielder_*
Posté 20 mai 2011 - 09:34
Guest_Chaos Wielder_*
#11
Posté 20 mai 2011 - 11:36
#12
Posté 20 mai 2011 - 11:43
(note to self : keep repeating that)
#13
Posté 21 mai 2011 - 12:49
#14
Posté 21 mai 2011 - 01:38
Alupinu wrote...
umm... thanks but still does not explain why he needs to spawn i-point in. Why can't the i-point just be placed there already? After all it is invisible and walkable. Am I missing something? LOL
With an ipoint there is not much use placing it ahead of time as it's almost entirely there just for scripting.
#15
Posté 21 mai 2011 - 07:43
Alupinu wrote...
umm... thanks but still does not explain why he needs to spawn i-point in. Why can't the i-point just be placed there already? After all it is invisible and walkable. Am I missing something? LOL
Probably more of a preference or need type thing Alupinu. I use invisib....err...ipoints all the time for a lot of different things and usually just place them ahead of time in the toolset. Ocasionally I'll have some reason to spawn one in but usually not.
On a side note though. I was just wondering what the reason was for spawning in an ipoint and having a conversation with it. Just curious as to whether or not it could be a case where the player could just start a conversation with himself.
AssignCommand(oPC, ActionStartConversation(oPC, "converse res ref", TRUE)); ?
Modifié par GhostOfGod, 21 mai 2011 - 08:16 .
#16
Posté 21 mai 2011 - 12:08
Also to be sure to be out of trouble, I destroy that Ipoint at the end of the convo.
When I need a chain of ipoint or WP I create them with a script that gives them an unique name that is calculated to each of them.
I also delete them when I don't need them anymore.
#17
Posté 23 mai 2011 - 04:28
Shallina wrote...
ic reate an ipoint as a campaign ressource, rename it in a logical way, and spawn that ipoint when I need that random convo to appear somewhere.
Well in Shallinas' case then yes I totally understand the reason to spawn in an i-point.
@Ghost, that’s my point. “More that can go wrong, the more that will go wrong.”
When I use i-points it’s usually to start a cinematic scene. My most resent was the spawning in of a vampire with a smoke fx. My point is that I just leave the i-point there in the area, I see no reason to spawn it in. Just seems like one extra step, one more thing to go wrong.
Modifié par Alupinu, 23 mai 2011 - 04:29 .





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