I'm trying to come up with a way to keep a running total of how many creatures the player has killed. Does anyone know a good way to do this? The obvious solution whould be to make a modified version of the default OnDeath script that updates a local variable on the PC. But that whould require creating modifed blueprints of all the default creaturs I've used, and updating all the placed encounter and creatures through out the module, which since I'm almost done whould be a hell of a lot of work. Does anyone know of any alternatives?
Tracking player kills
Débuté par
Shaun the Crazy One
, janv. 29 2012 03:18
#1
Posté 29 janvier 2012 - 03:18
#2
Posté 29 janvier 2012 - 05:01
You can edit the default on-death script directly, which will create a module-specific script that will override the OEI originals.
#3
Posté 29 janvier 2012 - 01:26
Thanks Lugaid I had no idea you could do that. Do I just modify the script or should I create a duplicate with the same name?
#4
Posté 29 janvier 2012 - 01:55
I think you have to create a duplicate because IIRC the toolset won't let you modify the original.
#5
Posté 29 janvier 2012 - 05:51
If you modify it, when you select save and compile, it will automatically create a copy within the module (it even warns you).
#6
Posté 29 janvier 2012 - 06:09
Yep, it's easiest to modify the existing one since then you've got all the code right there. The thing is that whilst the actual original is not being modified, the module will use whichever version it has (priority is campaign/override, module, default). All that's happening is that those creatures are calling the script with that name.
Just a note: Beware of doing this. Remember that any changes you make to such scripts will occur *every* time that script gets called. Obviously here that's what you want - just keep it in mind.
Just a note: Beware of doing this. Remember that any changes you make to such scripts will occur *every* time that script gets called. Obviously here that's what you want - just keep it in mind.





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