Creating new companions
#1
Posté 27 novembre 2009 - 10:25
#2
Posté 28 novembre 2009 - 12:37
#3
Posté 28 novembre 2009 - 01:13
#4
Posté 28 novembre 2009 - 11:40
#5
Posté 29 novembre 2009 - 01:26
#6
Posté 29 novembre 2009 - 05:15
#7
Posté 29 novembre 2009 - 11:14
Also I'd be interested to know how to add him to the roster of companions (when you have to choose the 3 that will accompany you in your adventures).
So, yeah. That would be very helpful. :-)
#8
Posté 30 novembre 2009 - 04:48
#9
Posté 30 novembre 2009 - 09:48
// Script Start
#include "utility_h" // Must have this "include" file to map the UT_ Hire/FireFollower()
#include "hr_constants_h" // This contains all my CONSTANTS used in other scripts
void main()
{
object oCompanion =GetObjectByTag("yasgur",0);
UT_HireFollower(oCompanion,TRUE);
}
// End script
The parameters for the UT_HireFollower() are the NPC and TRUE or FALSE to toggle if the Companion auto- levels up.
You then change some variables in your NPCs resource settings:
Packaging / Scaling > Package AI
Set the varialble to AIP_Follower_ or choose one of the OC Followers
ie: AIP_Follower_Sten gets you Sten's abilities.
I hope this helps.
As a side note: Whe I fire the companion he shows up naked, I need to look into that
Looked into it:
What I found was that the NPC spawned as a level 1 and he is equipped with equipment that requires stats he does not yet have. He has 16 STR and cannot use the items I put in his inventory that require level 18 STR. So on the initial spawn he is equiped but on the respawn after firing him he is nekid.... and cannot re-equip those items ...back to the drawing board
Modifié par ArnX, 30 novembre 2009 - 10:38 .
#10
Posté 05 décembre 2009 - 06:23
#11
Posté 05 décembre 2009 - 07:09
#12
Posté 06 décembre 2009 - 08:27
Talisander wrote...
So ArnX, using your piece of scripting there, a companion is added who gains experience and can be manually leveled up by the player?
Actually I am still learning the fine points of setting up companions / followers. The " UT_hire/fire..." is to be used for those temporary followers, such as an escort quest, etc. The
WR_SetFollowerState(oCompanion,FOLLOWER_STATE_SUSPENDED); should be used for companions.
<_ACTIVE > <AVAILABLE> <UNAVAILABLE>
I am tying to figure out how to re-invite a companion back after removing them from the party. Once they are removed from the party thier Conversation no longer works. Also if you travel to a different zone, after removing a party member, that member disappears. I am currently using a script for each character's conversation, but there must be a better way using EVENT_TYPE handlers.
The problem with the follower getting naked is handled by:
UT_FireFollower(oFollower,FALSE,FALSE); Where the second int FALSE is a toggle for their equipment.
So it would seem that when removing a party member, I would need to create on in a differents area like a camp then re-invite them there... I hope this makes sense.. and if anyone can make this clearer please feel free.
#13
Posté 07 décembre 2009 - 06:23
i´m pretty intrested in adding new companions to the game, but these a now real new companions e.g. i want to add Gorim as a companion for the whole game and not only for the drawfen noble origin. Would this make it easier in my way, furthermore is it yet possible ?
i hope so : O
#14
Posté 29 décembre 2009 - 08:14
#15
Posté 30 décembre 2009 - 02:58
#16
Posté 09 juin 2010 - 12:53
#17
Posté 11 juin 2010 - 06:20
#18
Posté 11 juin 2010 - 06:34
#19
Posté 13 juin 2010 - 05:50
#20
Posté 16 décembre 2010 - 01:15
I can't go any further without this. Can anyone help me?
also, on a side note. Can someone direct me to the location of a tutorial for creating rewards and finishing quests?
I'm trying to make it so once I have a certain object in my inventory, a plot flag will be raised. I know how to start a quest, I am just unsure of how to add updates and finish them. lol.
---------------------------------------------------
Oh, and one more thing before I go in one of my conversations between two different people my second guy doesn't show up. He's invisible...
Modifié par Balmondt, 16 décembre 2010 - 01:19 .
#21
Posté 16 décembre 2010 - 07:05
I haven't seen this ExcelProcessor message, but it sounds as though the heading rows are missing from your .xls. At minimum, each sheet needs the two heading rows from the original, plus at least one data row.Balmondt wrote...
i tried this tutorial and got stuck on one specific point... dragging and dropping the partypicker excel files into the ExcelProcessor. I get a message saying: bad variable type definition '12.000000...etc
I can't go any further without this. Can anyone help me?
also, on a side note. Can someone direct me to the location of a tutorial for creating rewards and finishing quests?
I'm trying to make it so once I have a certain object in my inventory, a plot flag will be raised. I know how to start a quest, I am just unsure of how to add updates and finish them. lol.
---------------------------------------------------
Oh, and one more thing before I go in one of my conversations between two different people my second guy doesn't show up. He's invisible...
Rewards are easy. In the rewards.xls spreadsheet, you give each reward a meaningful quest-related name and define the money, XP and/or items the player will receive. You can also define a "reward" that takes money from the player by specifying a negative amount.
Reopen the toolset and open the plot. You can now use the Reward column to associate a reward with a plot flag. When that flag is set (in conversation or whatever), the player gets the reward. If the Final column is set to Yes, the quest closes in the journal.
There's a tutorial on campaign items. WR_SetPlotFlag can be used to do what you need when the item is acquired.
There are many reasons why someone doesn't show up in conversation. Is the creature tag in conversation the same as the instance in the area? Is the creature inactive or otherwise invisible? If the problem is neither of those, it might help to post screenshots.
#22
Posté 16 décembre 2010 - 11:22
#23
Posté 17 décembre 2010 - 08:59
Can you see the custom reward if you re-open the toolset then try to edit the plot before doing anything else?
If not, your custom 2DA isn't right. The custom line number has to be unique. Try double-checking the spreadsheet for format errors, then ensure that the latest Excel processor output is in your module override.
#24
Posté 17 décembre 2010 - 06:38
#25
Posté 18 décembre 2010 - 01:10
[dascript]
// This is a snippet, not the whole script
switch(nEventType)
{
// MODULE START - Character Generation
case EVENT_TYPE_MODULE_START:
{
/* do stuff */
break;
}
// GETCHARSTAGE - overlay our Party Picker stage
case EVENT_TYPE_MODULE_GETCHARSTAGE:
{
SetPartyPickerStage("coc_char_stage", "partypicker");
break;
}
// CHARGEN IMPORT HERO
case EVENT_TYPE_CHARGEN_IMPORT_HERO:
{
/* do stuff */
break;
}
// and so on...
[/dascript]
Can you post your rewards table?





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