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On death interface pops up when main member down


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#1
Retpircs Wols

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All,

I could not find anything about this, so I may be missing something simple.  I apologize if this is a duplicate thread:

I started a mod from scratch with both expansions installed.  It is run as a campaign, but it is the only mod in there, which I did so you could use the part editor.

When any member of your party dies (or, goes unconscious), that character will lay there until the battle is over, then come to with 1 hp.  If the main PC (or, the one in character position 1) dies, the interface pops up, asking me to respawn/load a saved game. 

I have not tinkered with any of the mod/campaign scripts or used any haks.  I am not sure why the "main character" cannot just lie there and wait for the end of the fight like everyone else. Any ideas?

Thank you.

#2
Tchos

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You need to change the module scripts to use the SoZ ones, if you're using the SoZ system. They begin with k_mod_* and are found in the SoZ campaign folder. Copy them into your campaign folder or hak to use them.

Edit: I'm sorry, I read your query too quickly.  On a second reading, you want to use the OC death system, where they get up after a battle if at least one survives, and make it so that the party leader is treated no differently than the others.  This I'm not able to answer.

Modifié par Tchos, 10 avril 2013 - 04:27 .


#3
kevL

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when the OwnedPC dies, the module's onDeath script runs.

You have to stop it from from automatically showing the DeathGUI if other party members are still alive.

It's complicated but i've parsed down my working module onDeath and Companion ( + Companion_Possessed ) scripts

module Death - runs when PC dies.

Companion Death - runs when a companion or player-possessed creature dies ( if set in NwN2_scriptsets.2da ).


- those scripts don't pop anyone back w/ 1 HP. I'm not even sure how they did that ...



btw, Here is a little chart i made that shows what event fires for deaths:

script              fired by            not by
------              --------            ------
Module OnDying      cPC, uPC, cC, uC
Module OnDeath      cPC, uPC            cC, uC
Companion OnDeath   uC                  cC

where,
c = controlled, u = uncontrolled
PC = PlayerCharacter, C = Companion

Further, there is one last item: when a controlled Companion dies the Companion_Possessed onDeath script in 'nwn2_scriptsets.2da' fires. By default this is the same as the Companion onDeath script. ( The Player_Default scripts run for an uncontrolled PC i believe ).


g'Luck, sir

#4
Retpircs Wols

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Thank you for the prompt and full replies. I will attempt the changes when I am able will update here. Until then, thank you, guys.

#5
Kaldor Silverwand

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In my King's Festival campaign I allow the user to set their death preferences in a 2da file, that way people can choose whether they want people to pop back to life like in the OC or stay dead like in SoZ. This also allowed me to have people pop back to life if the user was playing in easy mode. I found this solution to be pretty flexible.

Regards

#6
Morbane

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@ Retpircs - this is the script I made to mimic the OC death system - it may give you a start at making things the way you want them

void main()
{ 
	DisplayGuiScreen(GetLastPlayerDied(),"SCREEN_PARTY_DEATH",FALSE); 
	SetGUIObjectDisabled(GetLastPlayerDied(),"SCREEN_PARTY_DEATH","BUTTON_RESPAWN",TRUE); 
	SetGUIObjectHidden(GetLastPlayerDied(),"SCREEN_PARTY_DEATH","BUTTON_RESPAWN",TRUE); 
	SetGUIObjectDisabled(GetLastPlayerDied(),"SCREEN_PARTY_DEATH","BUTTON_WAIT_FOR_HELP",TRUE); 
	SetGUIObjectHidden(GetLastPlayerDied(),"SCREEN_PARTY_DEATH","BUTTON_WAIT_FOR_HELP",TRUE); 
} 

B)

Modifié par Morbane, 11 avril 2013 - 09:02 .


#7
Morbane

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}
;)EURT,"PLEH_ROF_TIAW_NOTTUB","HTAED_YTRAP_NEERCS",)(deiDreyalPtsaLteG(neddiHtcejbOIUGteS
;)EURT,"PLEH_ROF_TIAW_NOTTUB","HTAED_YTRAP_NEERCS",)(deiDreyalPtsaLteG(delbasiDtcejbOIUGteS
;)EURT,"NWAPSER_NOTTUB","HTAED_YTRAP_NEERCS",)(deiDreyalPtsaLteG(neddiHtcejbOIUGteS
;)EURT,"NWAPSER_NOTTUB","HTAED_YTRAP_NEERCS",)(deiDreyalPtsaLteG(delbasiDtcejbOIUGteS
;)ESLAF,"HTAED_YTRAP_NEERCS",)(deiDreyalPtsaLteG(neercSiuGyalpsiD
{
)(niam diov

:sloW scirtpeR roF

#8
Morbane

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{
؛(ǝnɹʇ'„dןǝɥ‾ɹoɟ‾ʇıɐʍ‾uoʇʇnq„'„ɥʇɐǝp‾ʎʇɹɐd‾uǝǝɹɔs„'()pǝıpɹǝʎɐןdʇsɐןʇǝƃ)uǝppıɥʇɔǝɾqoınƃʇǝs
؛(ǝnɹʇ'„dןǝɥ‾ɹoɟ‾ʇıɐʍ‾uoʇʇnq„'„ɥʇɐǝp‾ʎʇɹɐd‾uǝǝɹɔs„'()pǝıpɹǝʎɐןdʇsɐןʇǝƃ)pǝןqɐsıpʇɔǝɾqoınƃʇǝs
؛(ǝnɹʇ'„uʍɐdsǝɹ‾uoʇʇnq„'„ɥʇɐǝp‾ʎʇɹɐd‾uǝǝɹɔs„'()pǝıpɹǝʎɐןdʇsɐןʇǝƃ)uǝppıɥʇɔǝɾqoınƃʇǝs
؛(ǝnɹʇ'„uʍɐdsǝɹ‾uoʇʇnq„'„ɥʇɐǝp‾ʎʇɹɐd‾uǝǝɹɔs„'()pǝıpɹǝʎɐןdʇsɐןʇǝƃ)pǝןqɐsıpʇɔǝɾqoınƃʇǝs
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}
()uıɐɯ pıoʌ

::unɟ ɹoɟ

#9
Morbane

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yep im bored

#10
Tchos

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Always amusing. :) Personally, I've always preferred the anagram method of name obfuscation.

#11
Morbane

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heh, anagrams won't asci resolve properly :)