<dribbling ink...>
Ok, temporarily stumped.
I want to dismount my familiar VFX when the familiar enters combat. No problem, put it in the X2_SPECIAL_COMBAT_AI_SCRIPT.
But I want to *mount* the familiar VFX when the player tells it to "Follow Me", either through the radial or in convo.
How can I catch that event without checking the GetLastAssociateCommand on a heartbeat?
Failing that, what else would be a good event to hook to put the familiar on the master's shoulder?
<...as he hesitates>
Knowing I should know this
Débuté par
Rolo Kipp
, janv. 13 2013 09:36
#1
Posté 13 janvier 2013 - 09:36
#2
Posté 13 janvier 2013 - 09:49
The voice commands are addressed in the associate's OnConversation event: NW_CH_AC4
The specific function is in x0_inc_henai
and called
bkRespondToHenchmenShout
The specific function is in x0_inc_henai
and called
bkRespondToHenchmenShout
#3
Posté 13 janvier 2013 - 09:53
<taking a deep breath...>
TYVM :-)
<...and diving back in>
TYVM :-)
<...and diving back in>
#4
Posté 13 janvier 2013 - 10:39
<too tired...>
Adding
What happened?
<...to track down gremlins>
Adding
if ((nMatch == ASSOCIATE_COMMAND_FOLLOWMASTER) && (ASSOCIATE_TYPE_FAMILIAR == GetAssociateType( OBJECT_SELF )) )
{
// Mount familiar
MountFamiliarVFX(oMaster);
}
...just before bkRespondToHenchmanShout causes a cascading "default value does not match the initializer" starting with "nHDiff" in x0_i0_anims... How? I don't declare nHDiff anywhere. Nor "nValue".What happened?
<...to track down gremlins>
#5
Posté 13 janvier 2013 - 10:49
Look more carefully at the errors you get in that cascade. The improved compiler often catches insignificant errors in the standard includes like x0_i0_anims





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