Well, that's my question. I am trying to add a new NPC (like Levi Dryden) to the Party Camp of the Single Player Campaign. I want to add dynamically the new objects in order to make it fully compatible with future updates and other modules. I can use CreateObject() to add creatures, but not stages. Any idea?
Is it possible to add a new stage to the camp?
Débuté par
_L_o_B_o_
, janv. 08 2010 06:56
#1
Posté 08 janvier 2010 - 06:56
#2
Posté 08 janvier 2010 - 07:20
You should probably just make or use a dynamic stage. As long as your NPC doesn't move you should be able to figure out exactly how the stage lines up with the character once you test it in game, then modify the stage accordingly.
For examples of dynamic stages, look under _Dynamic on the stage palette.
For examples of dynamic stages, look under _Dynamic on the stage palette.
Modifié par Craig Graff, 08 janvier 2010 - 07:21 .
#3
Posté 05 février 2010 - 02:05
Sadly lobo didnt say if it was a success. I also want to know, and the conversation is with a placeable in the camp which looks funny if not using a stage. I would like to find out more about Dynamic stages. I found nothing. Will i need to add it to inherit in the conversation? But if i do it, my toon ends up somewhere in the void. So what is special about Dynamic stages?
Well sadly you cannot make a stage spawn like a placeable. I have it working real good now. So i thought i would need scripts again ... do i?
Well sadly you cannot make a stage spawn like a placeable. I have it working real good now. So i thought i would need scripts again ... do i?
#4
Posté 06 février 2010 - 06:02
Can someone say if this idea is worth proceeding?
I make the stage apply to the conversation.
When my toon enters conversation it is moved to a strange place.
Move it into correct place somehow. Will this work? I dont know what i can move, or how to move at all.
I make the stage apply to the conversation.
When my toon enters conversation it is moved to a strange place.
Move it into correct place somehow. Will this work? I dont know what i can move, or how to move at all.
#5
Posté 06 février 2010 - 07:32
It should just be a matter of making sure that your conversation has At Current Location checked in the Cinematics tab.
#6
Posté 06 février 2010 - 07:49
oH YES thanks, so this works really? The only thing that has happened for me is that i return to the location, but conversation is still happened in random place, i have already triedd it. So i will try again.
Does this only work for stages under _dynamic ? I see no difference of effect regardless of stage i choose.
Does this only work for stages under _dynamic ? I see no difference of effect regardless of stage i choose.
#7
Posté 06 février 2010 - 07:58
It's possible that it only works for conversations with party members, I suppose - I'll check into it.
#8
Posté 06 février 2010 - 08:13
Thanks alot =)
I followed on your suggestoins, and made a Creature spawn in the camp just for that purpose. And it works with "current location", and a stage i took from single player. I can select all cameras i want.
But it doesnt work if i add this conversation to a placeable. Perhaps i need to add some tricks so it assumes a position? The placeable doesnt ever move, so. I will also try to figure out more about it.
I followed on your suggestoins, and made a Creature spawn in the camp just for that purpose. And it works with "current location", and a stage i took from single player. I can select all cameras i want.
But it doesnt work if i add this conversation to a placeable. Perhaps i need to add some tricks so it assumes a position? The placeable doesnt ever move, so. I will also try to figure out more about it.
#9
Posté 06 février 2010 - 08:43
You could try assigning the camp area to the stage and leaving the Position in Area field set to 0,0,0.
Then move the cameras until they are in the appropriate place to look at the placeable. You may also have to remove the area from the stage when you are done, but I don't think so.
Another (hacky) thing to try would be to use the placeable script to spawn in a creature and start the conversation with him; just keep the creature out of the cameras and despawn him at the end of the conversation.
Then move the cameras until they are in the appropriate place to look at the placeable. You may also have to remove the area from the stage when you are done, but I don't think so.
Another (hacky) thing to try would be to use the placeable script to spawn in a creature and start the conversation with him; just keep the creature out of the cameras and despawn him at the end of the conversation.
Modifié par Craig Graff, 06 février 2010 - 08:44 .
#10
Posté 06 février 2010 - 08:48
ok ^^ I WILL SEE how far my hacking skills will take me
Oooh i see what you are getting to with Position 0,0,0
Oooh i see what you are getting to with Position 0,0,0
Modifié par Eshme, 06 février 2010 - 08:50 .
#11
Posté 06 février 2010 - 02:36
Ok making the stage at 0,0,0 seemed to produce very weird results.
I have made a script to replace placeable core with one of the templates. Very hacky.. and removed the dialog from it. Basically it works now im happy. Have to make more things happen thou.
But have to figure out how to make teammates join the discussion by demand. If one makes a sentence, the dummycreature will move into its spot. I think this is from the "at current location". And then how to move teamies back, and the creature disappear and invisible and so many lol.. its not easy
I have made a script to replace placeable core with one of the templates. Very hacky.. and removed the dialog from it. Basically it works now im happy. Have to make more things happen thou.
But have to figure out how to make teammates join the discussion by demand. If one makes a sentence, the dummycreature will move into its spot. I think this is from the "at current location". And then how to move teamies back, and the creature disappear and invisible and so many lol.. its not easy
#12
Posté 06 février 2010 - 09:37
Arg how about that..
I copy a stage from the camp (lelianes stage) and then i assign my dialog. This works! It seems. And i do not think the copy is automatically placed in the Area as well or is it. Well now to find out what i did wrong in my stage.
I get all kinds of funny results.
I copy a stage from the camp (lelianes stage) and then i assign my dialog. This works! It seems. And i do not think the copy is automatically placed in the Area as well or is it. Well now to find out what i did wrong in my stage.
I get all kinds of funny results.
#13
Posté 06 février 2010 - 09:51
Stages are tag based, if you chose At Current Location and the tag was the same as the tag of an existing camp stage you probably caused that stage to jump to your location.
To get a conversation owned by a creature to work for your placeable you'd probably just have to make sure there are no lines with OWNER as the assigned speaker.
To get a conversation owned by a creature to work for your placeable you'd probably just have to make sure there are no lines with OWNER as the assigned speaker.
Modifié par Craig Graff, 06 février 2010 - 09:54 .
#14
Posté 06 février 2010 - 10:08
Oh not even! I dont select at current location right now. The Leliana stage has 0,0,0 in its location? But since i moved all the contents a bit, it is in the hundreds again. But still works.
I will have to see if it messed up the original stage, but i will have to find a dialog for this i guess.
I will have to see if it messed up the original stage, but i will have to find a dialog for this i guess.
#15
Posté 06 février 2010 - 11:17
Oki all that fuzz.. and not a single script needed. I killed the creature, and can talk with the placeable now. And i copied bodahns stage this time (well really i created a new, but gave it its tag), and nothing seems borked. I think that is preserving the origin, which is already in the area. If i look at the stage, it is pretty far streched out.
thanks for helping again ^^
thanks for helping again ^^





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