I can't seem to make the henchmen rezzable. Here is the OnDeath script I am working with:
// NPC Death
//:://///////////////////////////////////////////////
void VFXAndDestroyIfStillDead()
{ SetIsDestroyable( TRUE); // make him destroyable again.
if( !GetIsDead( OBJECT_SELF)) return; // he was rezzed -- do nothing.
ApplyEffectToObject( DURATION_TYPE_INSTANT, EffectVisualEffect( VFX_FNF_DISPEL), OBJECT_SELF);
DestroyObject( OBJECT_SELF, 3.0);
}
void main()
{ SetIsDestroyable( FALSE); // keeps the guy from fading away and makes him rezzable.
DelayCommand( 150.0, VFXAndDestroyIfStillDead()); // applies a visual effect and kills the corpse 150 seconds after script ends if it is still dead.
}
How can this be fixed to work? Thanks.
Help with making henchmen able to be raised.
Débuté par
Warington Admin
, mai 21 2011 05:48
#1
Posté 21 mai 2011 - 05:48
#2
Posté 21 mai 2011 - 06:42
The only problem I see is that you are not making the corpse selectable.
Change
SetIsDestroyable( FALSE);
To
SetIsDestroyable( FALSE,TURE,TRUE);
Change
SetIsDestroyable( FALSE);
To
SetIsDestroyable( FALSE,TURE,TRUE);
Modifié par Lightfoot8, 21 mai 2011 - 11:29 .
#3
Posté 21 mai 2011 - 08:08
I've tried several things, including making the script change. I made the henchmen lootable and placed a droppable trinket on the henchmen. Still nothing is working.
#4
Posté 21 mai 2011 - 08:09
Modifié par Warington Admin, 21 mai 2011 - 08:19 .
#5
Posté 21 mai 2011 - 08:19
Modifié par Warington Admin, 21 mai 2011 - 08:20 .
#6
Posté 21 mai 2011 - 08:28
hmm, I placed your script in the OnDeath of a NPC. Killed it and was able to raise it.
So the Question is are you modifing the correct script. When a NPC becomes a henchman I think( I am not sure. I have not messed with henchman that much) they change to a dominated state. This means that they will run the Event scripts from statescripts.2da reguardless of the event scripts they started with. I guess this could be dependent on the method you are useing to add him as a henchman. I guess the next step would be to make sure the script you think is firing on death is truly the one firing. The henchman/dominated default script for OnDeath is NW_CH_AC7
So the Question is are you modifing the correct script. When a NPC becomes a henchman I think( I am not sure. I have not messed with henchman that much) they change to a dominated state. This means that they will run the Event scripts from statescripts.2da reguardless of the event scripts they started with. I guess this could be dependent on the method you are useing to add him as a henchman. I guess the next step would be to make sure the script you think is firing on death is truly the one firing. The henchman/dominated default script for OnDeath is NW_CH_AC7
#7
Posté 21 mai 2011 - 09:57
nw_ch_ac7 script works but, when the henchmen is rezzed it is set to plot.
#8
Posté 22 mai 2011 - 01:46
I have not ben able to duplicate the NPC becoming plot after being raised. I can only guess that is is being caused by a custom system added to your module.
#9
Posté 22 mai 2011 - 02:53
I figured it out. The henchmen default x2_hen_death script works. Thanks for your help Lightfoot.





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