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Character "pushing"


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4 réponses à ce sujet

#1
Chaszmyr

Chaszmyr
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I have had the most difficult time tracking something down that I want to implement. I have heard that on some servers, when characters walk into one another, they don't push them out of the way; the other character is just a brick wall that must be walked around. I've also heard that this is possibly toggleable?

 

Can anyone put me on the right track as to how this no pushing thing is achieved? I just can't find it anywhere. Thanks!



#2
kalbaern

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Most PWs call this effect from a conversation (either the crafting conversation or an emote widget conversation).

 

Use this script  in the Actions Taken tab of a conversation to disable bumping.

/////Turn off bumping

void main()
{
    object oPC = GetLastSpeaker();;
    effect eGhost = EffectCutsceneGhost();
    eGhost = SupernaturalEffect( eGhost );
    ApplyEffectToObject(DURATION_TYPE_PERMANENT,eGhost,oPC);
}

 

Use this script  in the Actions Taken tab of a conversation to enable bumping.

/////Turn bumping back on

void main()
{
    object oPC = GetLastSpeaker();;
    effect eEffect;
    eEffect = GetFirstEffect(oPC);
    while (GetIsEffectValid(eEffect))
    {
    if (GetEffectType(eEffect) == EFFECT_TYPE_CUTSCENEGHOST) RemoveEffect(oPC, eEffect);
    eEffect = GetNextEffect(oPC);
   }
}



#3
Chaszmyr

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Oh! EffectCutsceneGhost, I would never have guessed that was the solution, probably because that wasn't exactly how I envisioned it behaved. But, this is waaaay better than the default, thanks so much!



#4
SKIPPNUTTZ

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Oh! EffectCutsceneGhost, I would never have guessed that was the solution, probably because that wasn't exactly how I envisioned it behaved. But, this is waaaay better than the default, thanks so much!

 

Apply that to all players as a permanent effect when they login and res/rest etc... The same can be done within the monsters so that their own collision cant be exploited as well



#5
Thayan

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We do something similar in Thay, but don't apply it to hostiles. Instead, in an NPCs OnPerception event, if they perceive a PC to whom they are hostile, the PC's cutscene ghost effect gets removed. That way combat tactics such as creating choke points at doors to stop a creature/PC from running through another to get to a spellcaster (for example). We then have the cutscene ghost effect applied in each area's OnEnter event (and when respawning resting, as mentioned).

 

Just a variation to consider, if you're interested.


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