Request: More head VFX
#26
Posté 23 septembre 2011 - 10:28
#27
Posté 23 septembre 2011 - 01:29
I added Ravens(crow) on shoulder based off of AD's parrots
Falcon
Imp (red and black)
more weapon VFX
a few additional open helms
so its still being worked on
#28
Posté 23 septembre 2011 - 03:33
#29
Posté 23 septembre 2011 - 04:03
Be careful! Bother is beginning to push me for a formal introduction...lordofworms wrote...
I added Ravens(crow) on shoulder based off of AD's parrots
...
so its still being worked on
I think she *really* likes you. Or is just *really* tired of hovering behind my shoulder when I meditate :-P
Hmmm... is there a potential conflict between her affection and her hunger, your being a worm and all? Something to watch. :-)
<...in warning>
#30
Posté 24 septembre 2011 - 04:04
#31
Posté 26 septembre 2011 - 06:38
so should be pretty plug and play
EXCEPT
that you will have to edit your
OnClientEnter
Rest
Death/Respawn
scripts so that the VFX can be remade during these events
I have a simple include with a simple
ApplyPersistantVFX(object oPC);
so it shouldn't be hard to implement in your own Mod,PW.
#32
Posté 11 octobre 2011 - 12:27
We are getting ready for a hak update and they would make a lot of players happy.
Modifié par Mavrixio, 11 octobre 2011 - 12:28 .
#33
Posté 11 octobre 2011 - 04:52
just FYI for those still interested.
#34
Posté 11 octobre 2011 - 05:56
#35
Posté 11 octobre 2011 - 09:46
#36
Posté 15 octobre 2011 - 07:56
Sorry. Been very busy offline lately.Mavrixio wrote...
Hey AD, any news on those possible ears VFX?
We are getting ready for a hak update and they would make a lot of players happy.
These will be on the Vault very soon (after I compress it all and upload it today, and then wait for the entry to be approved). Should only take a day or so.
#37
Posté 15 octobre 2011 - 08:36
I will make sure to credit you
#39
Posté 16 octobre 2011 - 10:19
#40
Posté 29 décembre 2011 - 05:31
The only problem that im having is that the unicorn horns are crashy when compiled, any idea why? Not compiled they are fine.
And LoW too, i sneaked in your PW to steal your VFX
Th eonly problem is with the barbarian helmet, its only the human race that use the correct model:
Human:

Other races:
#41
Posté 19 janvier 2012 - 10:41
#42
Posté 19 janvier 2012 - 04:58
I use my VFX quivers & arrows with orcish archers in my PW (which use half-orc with an orcish head as a model so I can make them look how I want), and they have theirs noted by a couple of variables (the line numbers in visualeffects.2da) on the creature blueprint which are read by my generic on-spawn script and used to add the quiver and arrows.
You can do the same thing with VFX for the head. You'll want to check in-game to make sure there aren't major clipping issues for such NPCs. There's no guarantee that a particular model's "head" node is in exactly the right place (especially if such NPCs are not using the standard dynamic PC models).
#43
Posté 19 janvier 2012 - 09:51
#44
Posté 19 janvier 2012 - 10:56
#45
Posté 20 janvier 2012 - 12:10
Modifié par Draygoth28, 20 janvier 2012 - 10:41 .
#46
Posté 20 janvier 2012 - 03:19
//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT9
/*
* Default OnSpawn handler with XP1 revisions.
* This corresponds to and produces the same results
* as the default OnSpawn handler in the OC.
*
* This can be used to customize creature behavior in three main ways:
*
* - Uncomment the existing lines of code to activate certain
* common desired behaviors from the moment when the creature
* spawns in.
*
* - Uncomment the user-defined event signals to cause the
* creature to fire events that you can then handle with
* a custom OnUserDefined event handler script.
*
* - Add new code _at the end_ to alter the initial
* behavior in a more customized way.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/11/2002
//:://////////////////////////////////////////////////
//:: Updated 2003-08-20 Georg Zoeller: Added check for variables to active spawn in conditions without changing the spawnscript
#include "x0_i0_anims"
// #include "x0_i0_walkway" - in x0_i0_anims
#include "x0_i0_treasure"
#include "x2_inc_switches"
void main()
{
// ***** Spawn-In Conditions ***** //
// * REMOVE COMMENTS (// ) before the "Set..." functions to activate
// * them. Do NOT touch lines commented out with // *, those are
// * real comments for information.
// * This causes the creature to say a one-line greeting in their
// * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
// * in the "Text Seen When" field of the greeting in the conversation
// * file. Don't attach any player responses.
// *
// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
// * Same as above, but for hostile creatures to make them say
// * a line before attacking.
// *
// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// * This NPC will attack when its allies call for help
// *
// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
// * If the NPC has the Hide skill they will go into stealth mode
// * while doing WalkWayPoints().
// *
// SetSpawnInCondition(NW_FLAG_STEALTH);
//--------------------------------------------------------------------------
// Enable stealth mode by setting a variable on the creature
// Great for ambushes
// See x2_inc_switches for more information about this
//--------------------------------------------------------------------------
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
{
SetSpawnInCondition(NW_FLAG_STEALTH);
}
// * Same, but for Search mode
// *
// SetSpawnInCondition(NW_FLAG_SEARCH);
//--------------------------------------------------------------------------
// Make creature enter search mode after spawning by setting a variable
// Great for guards, etc
// See x2_inc_switches for more information about this
//--------------------------------------------------------------------------
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
{
SetSpawnInCondition(NW_FLAG_SEARCH);
}
// * This will set the NPC to give a warning to non-enemies
// * before attacking.
// * NN -- no clue what this really does yet
// *
// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// * Separate the NPC's waypoints into day & night.
// * See comment on WalkWayPoints() for use.
// *
// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
// * If this is set, the NPC will appear using the "EffectAppear"
// * animation instead of fading in, *IF* SetListeningPatterns()
// * is called below.
// *
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
// * This will cause an NPC to use common animations it possesses,
// * and use social ones to any other nearby friendly NPCs.
// *
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//--------------------------------------------------------------------------
// Enable immobile ambient animations by setting a variable
// See x2_inc_switches for more information about this
//--------------------------------------------------------------------------
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
{
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
}
// * Same as above, except NPC will wander randomly around the
// * area.
// *
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//--------------------------------------------------------------------------
// Enable mobile ambient animations by setting a variable
// See x2_inc_switches for more information about this
//--------------------------------------------------------------------------
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
{
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
}
// **** Animation Conditions **** //
// * These are extra conditions you can put on creatures with ambient
// * animations.
// * Civilized creatures interact with placeables in
// * their area that have the tag "NW_INTERACTIVE"
// * and "talk" to each other.
// *
// * Humanoid races are civilized by default, so only
// * set this flag for monster races that you want to
// * behave the same way.
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
// * If this flag is set, this creature will constantly
// * be acting. Otherwise, creatures will only start
// * performing their ambient animations when they
// * first perceive a player, and they will stop when
// * the player moves away.
// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// * Civilized creatures with this flag set will
// * randomly use a few voicechats. It's a good
// * idea to avoid putting this on multiple
// * creatures using the same voiceset.
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// * Creatures with _immobile_ ambient animations
// * can have this flag set to make them mobile in a
// * close range. They will never leave their immediate
// * area, but will move around in it, frequently
// * returning to their starting point.
// *
// * Note that creatures spawned inside interior areas
// * that contain a waypoint with one of the tags
// * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
// * have this condition set.
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
// **** Special Combat Tactics *****//
// * These are special flags that can be set on creatures to
// * make them follow certain specialized combat tactics.
// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
// * Ranged attacker
// * Will attempt to stay at ranged distance from their
// * target.
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
// * Defensive attacker
// * Will use defensive combat feats and parry
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
// * Ambusher
// * Will go stealthy/invisible and attack, then
// * run away and try to go stealthy again before
// * attacking anew.
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
// * Cowardly
// * Cowardly creatures will attempt to flee
// * attackers.
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
// **** Escape Commands ***** //
// * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
// * NOTE2: Not clear that these actually work. -- NN
// * Flee to a way point and return a short time later.
// *
// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
// * Flee to a way point and do not return.
// *
// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
// * Teleport to safety and do not return.
// *
// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
// * Teleport to safety and return a short time later.
// *
// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
// ***** CUSTOM USER DEFINED EVENTS ***** /
/*
If you uncomment any of these conditions, the creature will fire
a specific user-defined event number on each event. That will then
allow you to write custom code in the "OnUserDefinedEvent" handler
script to go on top of the default NPC behaviors for that event.
Example: I want to add some custom behavior to my NPC when they
are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
a new user-defined script that has something like this in it:
if (GetUserDefinedEventNumber() == 1006) {
// Custom code for my NPC to execute when it's damaged
}
These user-defined events are in the range 1001-1007.
*/
// * Fire User Defined Event 1001 in the OnHeartbeat
// *
// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
// * Fire User Defined Event 1002
// *
// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
// * Fire User Defined Event 1005
// *
// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
// * Fire User Defined Event 1006
// *
// SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
// * Fire User Defined Event 1008
// *
// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
// * Fire User Defined Event 1003
// *
// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
// * Fire User Defined Event 1004
// *
// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
// ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
// * Goes through and sets up which shouts the NPC will listen to.
// *
SetListeningPatterns();
// * Walk among a set of waypoints.
// * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
// * among them in order.
// * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
// * and return to it after combat.
//
// * Optional Parameters:
// * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
//
// * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
// * create waypoints with the tags "WN_" + NPC Tag + "_##"
// * and those will be walked at night. (The standard waypoints
// * will be walked during the day.)
// * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
WalkWayPoints();
//* Create a small amount of treasure on the creature
if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE) &&
(GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE) )
{
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
}
// ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
// * If Incorporeal, apply changes
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
{
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
eConceal = ExtraordinaryEffect(eConceal);
effect eGhost = EffectCutsceneGhost();
eGhost = ExtraordinaryEffect(eGhost);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
}
// * Give the create a random name.
// * If you create a script named x3_name_gen in your module, you can
// * set the value of the variable X3_S_RANDOM_NAME on OBJECT_SELF inside
// * the script to override the creature's default name.
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_RANDOMIZE_NAME) == TRUE)
{
ExecuteScript("x3_name_gen",OBJECT_SELF);
string sName = GetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME");
if ( sName == "" )
{
sName = RandomName();
}
SetName(OBJECT_SELF,sName);
}
// Add a visual effect to an NPC on spawning. The integer is the line number
// for the desired visual effect taken directly from visualeffects.2da.
int nVFX1 = GetLocalInt(OBJECT_SELF, "SPAWNVFX1");
int nVFX2 = GetLocalInt(OBJECT_SELF, "SPAWNVFX2");
int nVFX3 = GetLocalInt(OBJECT_SELF, "SPAWNVFX3");
if (nVFX1 > 0) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(nVFX1), OBJECT_SELF); }
if (nVFX2 > 0) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(nVFX2), OBJECT_SELF); }
if (nVFX3 > 0) { ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(nVFX3), OBJECT_SELF); }
}
Modifié par The Amethyst Dragon, 20 janvier 2012 - 03:20 .
#47
Posté 20 janvier 2012 - 03:30
Jenna WSI wrote...
AD... if you have the time, could you help me a bit? I want to use VFX and custom animations with PRC, but I'm worried about it conflicting with the custom races. I'm already having issues with a script that applies horns not working for non base classes. Any thoughts?
Is your script not working based on classes, or based on races? And for the races, are they using the normal PC appearances (models) or something custom? And what custom animations?
I've never attempted to use PRC, so I'm not that familiar with their stuff.
As far as custom animations go, I've not seen any real problems using aligned VFX with custom animations (ACPv4), except a few rare instances where an impact-node-linked visual (such as the quivers) will appear to rotate partially and end up sideways. In that case, a player just needs to switch animation styles to reset the node and fix the VFX.
Send me a PM (or start a post in the scripting forum) and we'll see if we can figure out exactly what's going wrong.
#48
Posté 21 janvier 2012 - 12:47
#49
Posté 21 janvier 2012 - 02:38
I would add "VFX_DUR_HELM09_MD int 681." to the blueprint. Sorry for the many questions.
#50
Posté 21 janvier 2012 - 03:01
If you use the lines I have added to the script above, you would add a variable to the blueprint so that the table looks more like this:
SPAWNVFX1 int 681
The integer value for the variable is just the line number from visualeffects.2da. That "VFX_DUR_HELM09_MD" is only in the file so that humans reading it can make sense of what the effect is supposed to be, and is not really used by the game itself.
The script is looking for an integer variable named "SPAWNVFX1". If it doesn't find one on the creature with a variable of at least 1, it doesn't do anything. It also looks for a 2nd and 3rd such variable, since you can layer visual effects if you want.
Modifié par The Amethyst Dragon, 21 janvier 2012 - 03:09 .





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