Non-selectable NPCs?
#1
Posté 26 septembre 2011 - 12:26
#2
Posté 16 octobre 2011 - 05:59
#3
Posté 16 octobre 2011 - 07:28
#4
Posté 16 octobre 2011 - 08:41
Lugaid of the Red Stripes wrote...
the best I can think of would be to hack their C2/C3 boxes, making them so small that it's almost impossible to actually click on them.
guess that's a bad idea. those collision markers are connected with the appearance and a npc can be of any look. if you're creating a friendly monstrous looking npc with overwritten collision the bad guys of the same appearance won't be clickable and so on.
ain't that scriptable? let's say on the left click event your crowd blueprints are deselected in an instant, reselecting your pc? but that would kick your pc out of movement too...
Modifié par -Semper-, 16 octobre 2011 - 08:47 .
#5
Posté 16 octobre 2011 - 08:58
The problem isn't with PC behavior after the click, that indeed could be handled through scripting. The problem is that the NPCs are fully interactive objects, and so clutter up the UI, but don't have any important interactions with the PC. They need to be mobile environmental objects, just there to look pretty.
BTW, now that I think of it, there's some thread somewhere about not-turning-on-conversation, that should help with the horse problem. Either you modify the conversation event script or apply some sort of statue effect, can't remember which.
#6
Posté 16 octobre 2011 - 09:20
Lugaid of the Red Stripes wrote...
I mean create a new appearance, with the models copied over. It still might stop the z-highlight, but it would help with click-navigation.
yeah you're right, cloning the models and rescaling the collision boxes to squares around their feet should work. you have to click exclusively at their foot region to select them and your party won't bump through the crowd. if those boxes are too tiny your chars and the townspeople will slip through each other like ghosts^^
Modifié par -Semper-, 16 octobre 2011 - 09:22 .
#7
Posté 16 octobre 2011 - 10:40
#8
Posté 16 octobre 2011 - 10:52
#9
Posté 17 octobre 2011 - 02:57
#10
Guest_Chaos Wielder_*
Posté 17 octobre 2011 - 12:16
Guest_Chaos Wielder_*
#11
Posté 17 octobre 2011 - 02:24
#12
Posté 17 octobre 2011 - 05:15
#13
Posté 17 octobre 2011 - 05:37
I used a lot of vfx creatures in Risen Hero for a monster fort. I mainly used them for back ground, up on walls and towers or in the back of crowds. They work well when you don't need to worry about walkmeshes, just stick them somewhere and they will stay. Also they make for great dead creatures as they won't highlight or be clicked on, just some created walkmesh cutting is needed. A draw back I did find is that the body and head model don't perfectly line up and this can be seen when the idle animation is used. When an animation with no movement is used you can't see the seem. This was another reason I would use them for background.
Another more important draw back to the vfx creatures is that you
can't scale them. Playable races all have the same model height, but
are scaled in the appearance.2da. So if you make a vfx using a dwarf
model it will be as tall as a human with a massive girth.
600x400https://lh6.googleusercontent.com/-hHpSVwNgdM8/StEqLB_MWzI/AAAAAAAAAcg/gCCNxa4h2nI/s640/NWN2_SS_101009_201709.jpg[/img]
The skeletons on placeable spikes and the zombies in elevated cages are vfx
600x400https://lh6.googleusercontent.com/-rLY317NG-UU/StEp0g_mn3I/AAAAAAAAAbo/C5h5GMM7ybU/s640/NWN2_SS_101009_105632.jpg[/img]
Dead horse is vfx
Modifié par Shaughn78, 17 octobre 2011 - 05:40 .
#14
Guest_Chaos Wielder_*
Posté 17 octobre 2011 - 10:12
Guest_Chaos Wielder_*
kamal_ wrote...
Vfx will have the player walking through them, like ghosts. Also they won't carry out ai, work on non-flat walkmeshes, and will all look the same unles you make tons of them. Not a good general solution for me.
Okay, fair enough. I still *will* throw a tutorial together, but it might be down the road.
And it is nice to be back. <3
#15
Posté 18 octobre 2011 - 04:02
How did you do zombies and skeltons as VFX? Are there placeable models of them or did you somehow use the creature models? Also, where did you get the dead horse VFX? Did you make it?
#16
Guest_Chaos Wielder_*
Posté 18 octobre 2011 - 05:34
Guest_Chaos Wielder_*
1) Load up the visual effect editor
2) Select "new" and then "sef"
3) Select "add event" and then "model"
4) Under misc of that event, select definition file of "c_horseundead_cl_body01"
5) For skeleton, select "c_horse_skel"
6) Set Looping to true
You now have a horse which will stand in place. To get it to stay dead do the following:
7) Set looping to false
8) Select ANIMTYPE_DEATH01 for animation to play.
That ought to give you the basics. Feel free to PM me or post here if it's a bit unclear.
#17
Posté 18 octobre 2011 - 06:29
The UPE file contains the blueprints
The SEF file contains the effects.
Drop box visual effects
Included are:
-Still standing skeleton & zombie.
-Idle looping goblin, orc, ogre, half-orc (don't remember if this one is complete or if I abandoned it) and minotaur (requires Ree's model.)
-Dead horse.
I have a skull but didn't include it as it can break things. Once it is placed moving it often causes all placed effects to move, which quickly makes a mess.
Modifié par Shaughn78, 18 octobre 2011 - 06:31 .
#18
Posté 18 octobre 2011 - 11:08
Chaos Wielder wrote...
Quick and Dirty Tutorial:
1) Load up the visual effect editor
2) Select "new" and then "sef"
3) Select "add event" and then "model"
4) Under misc of that event, select definition file of "c_horseundead_cl_body01"
5) For skeleton, select "c_horse_skel"
6) Set Looping to true
You now have a horse which will stand in place. To get it to stay dead do the following:
7) Set looping to false
8) Select ANIMTYPE_DEATH01 for animation to play.
That ought to give you the basics. Feel free to PM me or post here if it's a bit unclear.
I've done as you say and saved the .sef file but now im not sure how to get it up for placing in my module? (first time using SFX editor BTW) thanks.
#19
Posté 18 octobre 2011 - 11:13
#20
Posté 19 octobre 2011 - 09:08
#21
Posté 20 octobre 2011 - 01:32





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