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Is there a way to make statues not have the conversation option?


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27 réponses à ce sujet

#1
M. Rieder

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I have statues made of creatures in my module and i was wondering if there is a way to make them not clickable. 

#2
TheStoryteller01

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This is my old script back from 2007

void main()
{
DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF));
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF);
}

It takes care of everything: the statue doesnt move, turn or react in any way - but it still shows a "talk" icon when hooverd over.

To make it complete edit the property Appearance (visual effect) =  sp_ironbody
Do NOt set it Plot=true, this would brake the script!

#3
MasterChanger

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TheStoryteller01 wrote...

This is my old script back from 2007

void main()
{
DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF));
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectPetrify(), OBJECT_SELF);
}

It takes care of everything: the statue doesnt move, turn or react in any way - but it still shows a "talk" icon when hooverd over.

To make it complete edit the property Appearance (visual effect) =  sp_ironbody
Do NOt set it Plot=true, this would brake the script!


There are statue scripts that go in heartbeat and/or OnSpawn that are written to do the same thing. I'm never one to tell someone not to write their own script, but it's actually pretty convenient. It accepts an integer to specify the VFX you want to apply (including none = -1).

I believe this script sets the creature to non-plot, pertifies then, then sets them back to plot.

If you don't want the statue to be highlight-able, I'm not sure how that could be pulled off. It probably would need to be converted into a placeable or VFX somehow.

#4
M. Rieder

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TheStoryteller01 wrote...

 but it still shows a "talk" icon when hooverd over.



That's what I'm trying to get rid of.  I am not sure that it is possible, just wanted to see if anyone had done it...

#5
Guest_Iveforgotmypassword_*

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Only a guess but could you just wipe out all their scripts for on click etc and stick in a void main() with a couple of { after it and make them static.

#6
Kaldor Silverwand

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Try my script in this thread. I don't recall if it blocks talk or not.

Regards

#7
Lugaid of the Red Stripes

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Well, if they were dead, and their corpses took forever to decay, and they stayed upright after death....
I wonder, now that we now that the body bag is an object with the tag "BodyBag", maybe the lootable corpses are also bodybags, and maybe the body bags can be commanded to perform animations...
Is there a necromancer in the house?

#8
Guest_Iveforgotmypassword_*

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Cows don't fall over when they're dead as I tried to make a few dead ones and failed so maybe the scripts on them could reveal the answer.

Or change your statues to cows instead then create a cow god ( they have been known to be sacred and we've got concrete cows over here in the UK too ) !

#9
Lugaid of the Red Stripes

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Cows (and deer, and rabbits) don't have a dead/prone animation. I've had some dead NPC's stuck on their last living animation, though, eternally running in place.

#10
Lugaid of the Red Stripes

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This was actually easier than I thought it would be.  I just modifed TheStoryTeller01's script with a few lines killing the statue.  The creatures are set to no permanent death, no lootable corpse, with decay times of 999999999.  If my calculations are right, that means the statue-corpses will persist for 11.54 days.  Good enough for single-player, but PW's will have to replace their statues every now and then.

Here's the code, goes on the on-spawn:

void main()
{
    int iHP = GetCurrentHitPoints(OBJECT_SELF);
    effect eDamage = EffectDamage(iHP+1);
    effect ePetrify = EffectPetrify();
    DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePetrify, OBJECT_SELF));
    ApplyEffectToObject( DURATION_TYPE_PERMANENT, ePetrify, OBJECT_SELF);
    DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, OBJECT_SELF));
}

Here's a pic:

534x300http://social.bioware.com/uploads_project/project_gallery/5000/4133/3321/11156.jpg[/img]

You can't really see, but I had the cursor positioned over the troll, with no highlighting.  The Stoneskin VFX was set in the creatures' property tab, but I think that has some issues, too.  I would have to test to make sure, but I believe decaying corpses like this retain their original tags.

Modifié par Lugaid of the Red Stripes, 26 janvier 2012 - 03:14 .


#11
M. Rieder

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Maybe you could put the stoneskin on the creature in the properties tab instead of script and avoid those problems. I've never had luck applying the stoneskin effect in an on-spawn event.  I always have to do it off the HB and run it only one time.

Really neat work there. I'm impressed.

Modifié par M. Rieder, 26 janvier 2012 - 03:28 .


#12
Guest_Chaos Wielder_*

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You could also make a VFX creature and plop it down. That's what I do, anyways.

#13
Dann-J

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Lugaid of the Red Stripes wrote...

This was actually easier than I thought it would be.  I just modifed TheStoryTeller01's script with a few lines killing the statue.  The creatures are set to no permanent death, no lootable corpse, with decay times of 999999999.


Rather than set a huge decay time, why not just uncheck the 'decay' option altogether? Then you could leave the computer running forever and the corpse would never disappear (at least until the next power outage, or the sun expanded and engulfed the earth - whichever came first).

#14
NWN DM

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Is there any way some kind soul could make a generic creature BP with this active on it so those of us who love to build, but don't understand most of what's come before in this thread, could add this to our work? Posted Image

I would be happy to host it on my DropBox account. Posted Image

Modifié par NWN DM, 26 janvier 2012 - 09:47 .


#15
kamal_

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Now if we can make living creatures non-selectable, or get dead ones to remain animated and running scripts... Serious question btw.

#16
bealzebub

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Here you go. An .erf with a creature and a script.
OnSpawn Statue
just paste the creature down somewhere, and it should work. I think you can just use the appearance tab to change him to what ever creature you want. Look for "statue" in your blueprints.

#17
NWN DM

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Thanks very much... will try it! Greatly appreciated!

#18
Lugaid of the Red Stripes

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@kamalpoe: I remember there being some issues with invisibility and hide-in-plain sight, where the character would get depicted as some sort of silhouette. Maybe one could make an NPC undetectable to the PC, but still have the NPC displayed. Maybe use the script hidden controls, set it to script hidden, always display, AI active when hidden. Alternatively, could one make an NPC invisible, but remove the invisibility VFX?

#19
Dann-J

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Lugaid of the Red Stripes wrote...

@kamalpoe: I remember there being some issues with invisibility and hide-in-plain sight, where the character would get depicted as some sort of silhouette. Maybe one could make an NPC undetectable to the PC, but still have the NPC displayed. Maybe use the script hidden controls, set it to script hidden, always display, AI active when hidden. Alternatively, could one make an NPC invisible, but remove the invisibility VFX?


If you can see the NPC at all, then the cursor would still change when passed over them. However if they were undetectable to the PC then clicking on them shouldn't cause the PC to run up to and try to interact with them. This is what happens when the PC is blinded - the player can still see NPCs on the screen (although they appear transparent), but the PC can't interact with them.

True Seeing would be the onion in the ointment in this case though. Even blinded PCs can attack normally with True Seeing.

#20
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bealzebub.. Thank you I'll be trying that out later.

M.Rieder.. There is of course the give the statue a conversation option which would work very well if you have a permanent companion in that area as you get it to bark string over their head. I think this would probably be my preferred option as it avoids complicated stuff and is guaranteed to work !

Just make one statue conversation and write about twenty separate one shot nodes like... What are you doing to that statue, haven't we got better thiings to do, how many times do I have to tell you you wont get an answer, I think the boss is mad, I really think we should have a talk etc

#21
The Fred

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It should be possible to make a model who's bounding box or whatever it is is so small it's unclickable, or practically so. I know I messed about with this a bit in NWN1 but I haven't got the knack of notepad-editting NWN2 models yet. It sounds like more hassle than it would be worth, though.

#22
Dann-J

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The Fred wrote...

It should be possible to make a model who's bounding box or whatever it is is so small it's unclickable, or practically so. I know I messed about with this a bit in NWN1 but I haven't got the knack of notepad-editting NWN2 models yet. It sounds like more hassle than it would be worth, though.


You could always try creating a new appearance.2DA entry just for statues (or commoners, or whatever) and make their selection capsules, personal space, etc as small as possible. I wonder if those 2DA entries override the model's default bounding box though? They certainly seem to let you do things to air elementals or willo-the-wisps (attack, talk to, select, etc) that don't seem to have models at all.

I've also experimented further with my blind monk, and although you won't run up and attack a hostile creature that is undetectable, the game apparently lets you run up and start talking to a non-hostile (even though you're not supposed to know they're there).

#23
kamal_

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DannJ wrote...
I've also experimented further with my blind monk, and although you won't run up and attack a hostile creature that is undetectable, the game apparently lets you run up and start talking to a non-hostile (even though you're not supposed to know they're there).

Probably allowed for conveniences sake, even if it's not "true to life".

One way to handle statues is give them one liner conversations, since one liners play as a barkstring. Then give them a conversation that's just a description of the statue. "This statue is carved from dark marble", or whatnot.

#24
M. Rieder

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Tsongo and Kamal, good ideas on the barkstrings. I'm going to do that. It is a great solution.

#25
TheStoryteller01

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As far as I have tested my script above the player can NOT click the "statue", just the speech bubble is shown when the courser is hovering over the "statue". So he also shouldn't run to the "statue"