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Getting a GUI to open....for a companion


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#1
Darin

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So, working on Haunted Halls (almost ready for a second beta, which is same as first beta except with corrections and Eveningstar).  I have successfully ported "Lute Hero" as a way to make friends/money in the Low Lantern Tavern... but only for the PC.  if a companion is holding the Lute, it summons the camera, moves her to the right spot, but....no GUI.  For the PC, works fine.  Any suggestions?  (not near the code at the moment).

 

 



#2
Tchos

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I've used a custom GUI in the past which only appeared for the main PC.  I believe GUIs have to be activated for each party member, and removed for each party member as well.  I put my GUI calls in a party loop, and it worked then.



#3
Darin

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Weird thing is, controlled character at the time the GUI is called is a camera... but that only works if the main PC was the one to use the item that causes the script to be called...

 

Think that if I somehow decoupled the action in the game and the script call it would work?  I already had to decouple it sop that it reads the player's skills, and not the cameras...



#4
Tchos

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I think I'd have to look at the conversation or script that's calling the GUI.  Is it unaltered from the Lute Hero download?  If so, which script or conversation is it?



#5
Darin

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I've altered them, but the calling function is basically the same...it's i_lh_lute_ua, dwhl_inc, and dwlh_playlute...

 

use the lute, if in the correct area (have modded this for my game) will call dwlh_playlute, which calls dwlh_ShowGUI() from dwlh_inc.

 

The conversation is the same, though I deleted the UI mod for the conversation, so it isn't hidden anymore (I use NWN1 style conversations in my modules, and this was a "fix" that made those too tiny to see, which didn't work for me, so). 



#6
Tchos

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I thought I had the Lute Hero files downloaded, but I can't seem to find them, and they don't seem to have been made available on the new Vault yet...



#7
Darin

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So, I satrted playing with it, come to find out, you have to run GUI scripts from the Owned Character, so I'm going thru and decoupling the scripts by adding a new object, oLutist....

so Item Activate sets oLutist on the Area and sets oPC = GetOwned...whatever.... oPC runs the script, but then the script does stuff to oLutist instead of oPC... this way, runs off your character, but shows you the companion doing it...

 

of course, you will be thrown back into the main PC at the end, but whatever, that's not an issue (I based available songs off of ranks of perfor, so the main PC may only be able to rock out to Bang Bang Mystery Man, which is rank 0.)