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PC Death Scream - Can it be altered or stopped?


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16 réponses à ce sujet

#1
Lance Botelle

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Hi All,

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
kamal_

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"I'm not dead yet!"

/Obvious Python reference is obvious.

#3
Morbane

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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.

#4
Lance Botelle

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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_*

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My only advice would be to try and use the SetSoundSet function to set to an empty soundset(something like 600) and then set it back. The only problem is that there doesn't seem to be a corresponding function of GetSoundSet...so I'm unsure if this is even a workable solution.

#6
MasterChanger

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Any chance it would simply be easier to set the PC to have 1 hitpoint, CutSceneDominate them, and teleport them a bit at a time?

#7
Lance Botelle

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Hi CW,

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
M. Rieder

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Maybe you could put an invisibility effect on the dead PC and spawn an object that is called the PC's name and put it in the inventory of a party member to represent the PC being dead. I put an effect on the vault that would make the PC invisible, I think.

#9
Shaughn78

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Lance, I think maybe approaching it similiar to M.Rieder may be a solution. Either using an effect or script hidden, making that dead player disapear until ressurected and have the party drag around a placeable. The player's inventory could be moved to the placeable. This gives the surviving party members the option to loot their dead companion. Maybe just borrowing a few healing potions to hold them over or picking up that +something sword they've been eyeballing through the last dungeon crawl.

#10
Dann-J

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Or perhaps combine the two ideas, and see if it's possible to create a container inventory item that has all of the dead companion's equipment in it. If you wanted to get really fancy, you could calculate the weight of the item based on race (gnome corpses are much lighter to carry than half-orcs!).

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
M. Rieder

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@DannJ

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
M. Rieder

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I like Shaughn's idea of using a corpse placeable. That would make it pretty easy to work with.

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
Lance Botelle

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Hi All,

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. Image IPB

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
The Fred

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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.

#15
Lance Botelle

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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. Image IPB Check out the link in my previous post. In my system, the player has the option to remove equipment from the placeable tombstone, or leave it there and it is automatically returned to the companion when they are raised.

Lance.

#16
Arkalezth

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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...

#17
Lance Botelle

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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. Image IPB

Lance.