PC Death Scream - Can it be altered or stopped?
#1
Posté 27 mai 2011 - 02:37
I have a system that allows a player to drag the body of a dead PC with them. However, to make this work, I have to raise/kill the PC every heartbeat to allow the PC to be moved. With this raising and killing comes a regular death scream as the PC dies every six seconds (if the player has dragged them).
I want to be able to stop or silent the scream for this period of time.
Is there any way to stop the PC from "screaming" on their death?
Many thanks,
Lance.
#2
Posté 27 mai 2011 - 02:53
/Obvious Python reference is obvious.
#3
Posté 27 mai 2011 - 10:37
#4
Posté 29 mai 2011 - 01:48
Morbane wrote...
I seem to recall a 2da with the death sounds - unfortunately I cannot remember which one - I just noticed it once whilst digging around one day.
Hi Morbane,
I was looking for something like that, but had no joy. If you happen to recall it, do please let me know.
Many thanks.
Lance.
#5
Guest_Chaos Wielder_*
Posté 29 mai 2011 - 04:06
Guest_Chaos Wielder_*
#6
Posté 29 mai 2011 - 07:08
#7
Posté 29 mai 2011 - 08:54
I considered this, but (as you say) could not work out out to get the original set.
Hi MC,
I did consder this, but not being actually dead causes other issues with other code.
I do have one or two other possibilities, like simply not jumping the PC at all, but acknowledging the PC is being dragged. However, if there is a solution to the screaming, then I would probably prefer that option.
Thanks for the thoughts ..
Lance
#8
Posté 29 mai 2011 - 11:18
#9
Posté 29 mai 2011 - 11:43
#10
Posté 30 mai 2011 - 02:56
I wonder how you'd go about resurrecting them though? Perhaps in a similar way that the enchanter's satchel 'knows' what spell you cast at it?
#11
Posté 30 mai 2011 - 12:07
If you wanted to use the item in inventory, to resurrect them, you could use a spellhook script and when the resurrection or raise dead spell is cast, check the target and if the target is the inventory object, then you resurrect the dead PC.
#12
Posté 30 mai 2011 - 12:10
Here's an idea on how to animate the dragging: You could make a placeable VFX using the corpse placeable model. When the party is dragging the PC's corpse, you could apply the VFX to one of the party members, the one that has the corpse item in inventory. That way, there is almost no scripting and the corpse jusf follows you around.
If you haven't made this sort of VFX before, let me know and I'll see what I can do to help.
#13
Posté 30 mai 2011 - 03:00
As it happens all my companon dead PCs *do* work exactly as described ... i.e. A dead body item is created that the player can carry and a Tombstone is created at the place of death that contains the dead companion's items. However, because the Main Pc behaves differently to a companion, it requires slightly different approach.
This blog post I made a while ago explains the death system, including the tombstone approach.
I suppose I could adapt the system to work with Main PCs as well, but there is a problem with that, in that a Main PC needs to follow the other players in a MP game. I believe I encountered one or two other issues when considering this as well. Still, there may be a way. Perhaps I should look at this method for the Main PC as well then.
I will let you know.
Lance.
EDIT: I think the easiest way to approach this with the Main PC will be to provide a Dead Body item (like I have for the companions), but rather than create a tombstone when it is placed on the ground, it jumps the dead Main PC to the spot as if the carrier had just dropped it there. This will actually improve the system slightly, as it now means the Main PC will have a weight (like the companions) which it did not have before. The reason I do not create a tombstone for the Main PCs equipment is because this equipment can be accessed directly from the Main PC icon, which is not the case for the companions (as they are removed from the party list on death and must be added again after a resusrrection).
My thanks to everybody helping me to brainstorm this one. The answer is different to what I expected, but better really.
EDIT 2: Actually, I have changed my mind about a body item for the Main PC again, as it could get a bit more complicated than I first thought. It's hard to explain, but it's due to the others systems I also have in place. I may just remove the jumping altogether and allow the player to "call" the dead body when they want and leave it to automatically jump between area changes.
Modifié par Lance Botelle, 30 mai 2011 - 03:34 .
#14
Posté 30 mai 2011 - 03:08
#15
Posté 30 mai 2011 - 03:11
The Fred wrote...
I haven't gotten 'round to all this stuff yet, but in my old NWN1 game I was making it so that when henchmen died, a placeable was created which contained their items. Casting a raise spell on the placeable raised the creature, giving the items back to them. You could just leave the items on the floor, though, and make it so that they disappear after a while or are stolen by goblins.
Hi The Fred,
This is exactly what my system does.
Lance.
#16
Posté 31 mai 2011 - 12:56
#17
Posté 31 mai 2011 - 01:45
Arkalezth wrote...
I'm no builder, so no fancy ideas from me, but if all else fails, there's always the voice set "none". Not an elegant solution, and the PC would be basically mute, but I guess it should work...
Hi Arkalezth,
I am still considering different avenues, but will probably go with a less often jump maintaining the sound set ... don't won't to make them completely mute if I can help it, but you never know.
Lance.





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