Water Elemental (On Death Sinks Into Ground) Problem
#1
Posté 04 mars 2014 - 08:25
Does anybody know how and where the effect that makes a Water Elemental disappear into the ground upon its death?
The problem I am having, is that any "loot" that I want it to drop is currently dropping "below" the ground surface and makes it 99% of the time impossible to pick up.
NOTE: Other "NORMAL" creatures have their bodies remain behind to loot, but I cannot seem to be able to do this for the Water Elemental visual appearance creature.
Any help on where this unusual monster on death fade may be found would be appreciated. Or, if anybody can suggest how I can keep the "loot" above ground would also be a help.
Thanks in advance,
Lance.
#2
Posté 04 mars 2014 - 08:35
My first guess would be to use the death script to spawn a delayed action routine that will look for the nearest loot placeable (relative to the dead creature's final location) then copy the placeable to a "safe" location and delete the original. Possibly you may need to spawn a temporary script-hidden creature to find a safe spawning spot, then delete that. Or maybe just call CalcSafeLocation using an existing creature object.
Yes it's messy; hopefully there's a better method.
#3
Posté 04 mars 2014 - 08:41
My first guess would be to use the death script to spawn a delayed action routine that will look for the nearest loot placeable (relative to the dead creature's final location) then copy the placeable to a "safe" location and delete the original. Possibly you may need to spawn a temporary script-hidden creature to find a safe spawning spot, then delete that. Or maybe just call CalcSafeLocation using an existing creature object.
Yes it's messy; hopefully there's a better method.
Hi rjshae,
Oh boy ... Like you say, I was really hoping I might be able to avoid that route.
Thanks for the quick response.
Any more ideas ... anybody?
Lance.
#4
Posté 04 mars 2014 - 08:49
none about the Vis, but I don't think it would be too messy in the onDeath.
- lLoc = GetLocation(OBJECT_SELF)
- CreateObject(OBJECT_TYPE_ITEM, "lootresref", lLoc)
- CreateObject(OBJECT_TYPE_ITEM, "lootresref", lLoc)
- CreateObject(OBJECT_TYPE_ITEM, "lootresref", lLoc)
might have to wrap it in a delayed subfunction, but i kinda doubt it. just script it up and let it fire off,
#5
Posté 04 mars 2014 - 08:54
That's odd, because I have a lot of water elementals in my module, who drop plenty of loot, and it's not sinking with them into the ground. I did create a special routine like what Bob suggests for the boss, though, since there's a possibility that the boss will be killed while it's in an unreachable location, and it's important that the player be able to collect its loot.
#6
Posté 04 mars 2014 - 09:33
I suspect the problem occurs when 'lootable corpse' is set to TRUE. The water elemental death animation probably has the model sink below ground, where you can't click on it.
One alternative is to not make the corpse lootable, but customise the bodybag they leave behind:
http://forum.bioware...sing-body-bags/
#7
Posté 04 mars 2014 - 10:17
For the record, I did try some of these other suggestions ... but I think the problem is related to the tileset as much as anything else. I am using a sewer set and the elemental appearances appear to drop below the ground upon death, leaving the little floaty sparkly VFX above the ground, but inaccessible.
Altering the way the treasure drops (with loot and body options) has not helped any.
In the end I have bitten the bullet and written some script to cater for the elemental and creatures using the elemental appearances that forces the loot to be copied to a "remains placeable" object above the ground. It works well.
Thanks for all the help and suggestions all.
Lance.





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