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Conversation with 'placeable' as conversation owner


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#1
MerAnne

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I created a little mod (subcomponent of a larger mod) to level equipment materials in the GW inventory.  The 'owner' of the conversation that lets the player choose various options in a tevinter altar and it all works like a charm.  But I didn't bother  to do a stage, cameras, etc because it isn't like the altar is going to have animations.

 

And then someone testing it pointed out that the altar fills up the whole screen, not big deal, but......  So I've been trying to fix it with a dynamic stage to pull the camera back.  The same stage that I have used multiple times, but when I use it for the placeable, (and set 'at location') , I get the strange blue/purple background that usually means that I've forgotten to select a stage or set 'at location'.

 

Has anyone ever managed to create a dlg with a placeable using a stage? (i.e. I'm just doing some dumb thing wrong) or is it not possible? 

 

The few examples that I have found (Mage Origin) uses cutscenes or a static stage (emissary storage crates).  I begin to suspect that it isn't possible, but no harm in asking.....



#2
Sunjammer

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I recall having some issues with framing the tent in the "sleeps until dawn" module. I don't think I ever got a stage to work to my satisfaction and unfortunately I can't remember exactly how I resolved it. I have a feeling all I did was slightly reposition/reorient the player so it looked nice. I don't have that module on my laptop but I'll have a look when I get home (sitting in the airport just now) and let you know ... or if you have the dazip I suspect you can find the appropriate script ... I'm pretty sure I commented to line appropriately.


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#3
MerAnne

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I don't (currently) have it downloaded and I'm near the limit for my monthly downloads (resets on 11/3). But I'll be near free wifi this weekend so I'll be able to get it - unless you get home first. 

 

(Have a safe trip/flight) :)



#4
Sunjammer

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So the way I handled it was to set a dummy (comment) node in the conversation which set a DL02_MAIN_SET_UP_STAGE. That flag was defined as follows:

                case DL02_MAIN_SET_UP_STAGE:
                {
                    DL02_PrintToLog("DL02_MAIN_SET_UP_STAGE");

                    location lHero = GetLocation(oHero);

                    // move the user back to improve the framing of the tent
                    lHero = SetLocationPosition(lHero, Vector(142.0, 120.0, -0.5));
                    lHero = SetLocationFacing(lHero, -82.5);
                    SetLocation(oHero, lHero);

                    // hide Oghren to improve the framing of the tent
                    if(WR_GetPlotFlag(PLT_GEN00PT_PARTY, GEN_OGHREN_IN_CAMP))
                    {
                        object oOghren = Party_GetFollowerByTag(GEN_FL_OGHREN);
                        SetObjectActive(oOghren, FALSE);
                    }

                    // hide Talmund's camp storage chest
                    object oChest = UT_GetNearestObjectByTag(oHero, "tal_ip_storage_chest");
                    if(IsObjectValid(oChest))
                    {
                        SetObjectActive(oChest, FALSE);
                    }

                    break;
                }

So all I was doing was tweaking the player's position so that the default camera framed the tent as nicely as I could make it. I suspect the numbers were, unfortunately, generated simply by trial and error.


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#5
MerAnne

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It's sneaky.  I like it! :lol:

 

One of the earliest mods I wrote displays the GW's position.  It won't be perfect, but it might make the 'trial and error' part go a bit  more quickly ;-)

 

I might have to customize by race of the GW, but that is easy enough.

 

Thank you!