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#1
Rolo Kipp

Rolo Kipp
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 <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>

#2
henesua

henesua
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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

#3
Rolo Kipp

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<taking a deep breath...>

TYVM :-)

<...and diving back in>

#4
Rolo Kipp

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<too tired...>

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
henesua

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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