Is there a way to make statues not have the conversation option?
#1
Posté 25 janvier 2012 - 10:58
#2
Posté 25 janvier 2012 - 02:10
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
Posté 25 janvier 2012 - 03:34
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
Posté 25 janvier 2012 - 04:19
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_*
Posté 25 janvier 2012 - 05:01
Guest_Iveforgotmypassword_*
#6
Posté 25 janvier 2012 - 07:23
#7
Posté 25 janvier 2012 - 07:23
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_*
Posté 25 janvier 2012 - 08:18
Guest_Iveforgotmypassword_*
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
Posté 25 janvier 2012 - 09:37
#10
Posté 26 janvier 2012 - 03:11
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
Posté 26 janvier 2012 - 03:27
Really neat work there. I'm impressed.
Modifié par M. Rieder, 26 janvier 2012 - 03:28 .
#12
Guest_Chaos Wielder_*
Posté 26 janvier 2012 - 06:00
Guest_Chaos Wielder_*
#13
Posté 26 janvier 2012 - 09:40
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
Posté 26 janvier 2012 - 09:46
I would be happy to host it on my DropBox account.
Modifié par NWN DM, 26 janvier 2012 - 09:47 .
#15
Posté 26 janvier 2012 - 11:23
#16
Posté 26 janvier 2012 - 11:26
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
Posté 27 janvier 2012 - 01:03
#18
Posté 27 janvier 2012 - 01:34
#19
Posté 27 janvier 2012 - 03:41
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
Guest_Iveforgotmypassword_*
Posté 27 janvier 2012 - 10:14
Guest_Iveforgotmypassword_*
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
Posté 27 janvier 2012 - 02:38
#22
Posté 29 janvier 2012 - 09:36
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
Posté 29 janvier 2012 - 10:29
Probably allowed for conveniences sake, even if it's not "true to life".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).
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
Posté 29 janvier 2012 - 11:29
#25
Posté 31 janvier 2012 - 09:17





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