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Non-selectable NPCs?


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#1
kamal_

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With Crimmor being crowded with commoners, it can interfere with movement via clicking because I've been regularly clicking on them while running around the city. I'd like to make it so you can't left click on my generic npcs, only right-click. Is that possible? And if so how? Alternately a way to have completely non-selectable npcs would be useful.

#2
Rizzen0_0

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Also I would like some horses setup on a wagon which would be non-clickable so nobody can click them and change there facing direction. How would I do this? thanks

#3
Lugaid of the Red Stripes

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I remember something about creating VFX's from creature models, that would help with the horses. As for the pedestrians, 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.

#4
-Semper-

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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
Lugaid of the Red Stripes

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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.
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
-Semper-

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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
Lugaid of the Red Stripes

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I'm intrigued by the possibility of densely-packed crowds, and how a tiny foot-print could ease path-finding and traffic issues...

#8
kamal_

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If you'd like I can PM you Crimmor so you can see what I'm talking about.

#9
MokahTGS

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There was a way to do this via script...it was on the old forums...grrrr...

#10
Guest_Chaos Wielder_*

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If it's via the vfx editor--and that's the method you're talking about--I can try and have a rough tutorial for it done tonight.

#11
The Fred

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Chaos Wielder returns!

#12
kamal_

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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.

#13
Shaughn78

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The vfx are nice in certain places but if you need to have them move or interact in anyway they won't work.

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_*

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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
M. Rieder

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Shaugn,

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_*

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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.

#17
Shaughn78

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Making the fx is very easy. Here are the ones I have created so far.
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
Rizzen0_0

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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
Shaughn78

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Rizzen you need to create a blueprint. I have found copying an existing blueprint works better than creating a new one. On the properties give it the correct name and tag then change the sef field to your newly created sef. Make sure you saved the sef in either the campaign folder or override folder. The sef can also be added to a HAK later on.

#20
Rizzen0_0

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Well my Horse is still click-able and moves when interacted with...

#21
M. Rieder

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To fix the horse. You need to make it non-bumpable, and then set a variable on it that makes it not face you when you try to converse with it. Let me see if I can find it... I just did this not too long ago......

#22
M. Rieder

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Here it is:

Thread...


The gist of it is that you need to insert the following line:


SetOrientOnDialogue(FALSE);

into the horse's OnSpawn script.  That will make it stop turning to face you when you click on it.

Modifié par M. Rieder, 20 octobre 2011 - 01:36 .