In order to be more multi-player friendly, I have been avoiding making some doors (like shop doors in a city) party transition: true. So if, as an example, some one needs to buy some potions, it doesn't transport the whole multi-player party.
But I reciently noticed that when an area transition door is set to party transition: false, and it is clicked on by a controlled companion, it crashes the game. Is there a way around this?
party transition doors
Débuté par
bealzebub
, févr. 15 2012 01:16
#1
Posté 15 février 2012 - 01:16
#2
Posté 15 février 2012 - 01:22
You could try putting conversations on the doors instead of selecting transition options. I think you need to use the script nw_g0_convdoor and place it on the "on used" event (all off the top of my head, it has been 6 months since I last did this). You also need to put the conversation name in the conversation field of the door. You could try this and see if it works.
#3
Posté 15 février 2012 - 01:48
Do you have a crash log? might be something xp_bugfix can deal with, or already deals with.
#4
Posté 15 février 2012 - 02:46
I don't have a crash log. I'll try and remember next time I do a playthrough.
I was trying to think of how PWs deal with this problem, and realised that I have never played a PW that had selectable companions. So I guess it's not a problem for them.
I may just make multi-player parties suffer through group transitions. It's really a SP .mod after all.
I was trying to think of how PWs deal with this problem, and realised that I have never played a PW that had selectable companions. So I guess it's not a problem for them.
I may just make multi-player parties suffer through group transitions. It's really a SP .mod after all.
#5
Posté 15 février 2012 - 02:56
try switching control (back to PC) at the top of the OnClicked script
SetOwnersControlledCompanion(oClicker);
#6
Posté 16 février 2012 - 12:52
I'll give it a try, thanks.





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