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OnClientEnter from module to module, or in same module


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#1
andysks

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Hi all. I merely want to know the differences here, because I witnessed something which I think is based on that. Here's what happens.

 

We enter an area, and a companion spawns at a waypoint. Every time we enter it, he has to be there. Sunken Flagon style.

Now, in a cutscene on that same area, I had to jump this companion somewhere else. 

When I leave the area, and return, if I come from the same module, he will be at the spot where he jumped. Whilst, if I leave the module and return, he will be where I want him.

 

What could be the cause of this? I guessed it has to do with the transition and OnClientEnter, therefore the title. But I don't know...



#2
kamal_

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Destroy him when you leave the area, then when he gets spawned in he will always spawn at the waypoint for spawning.



#3
andysks

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Destroying is not a good way to go for companions :). I think I know what it is now. Or guess at least. When you leave a module, the companion's state is saved and is ready to be spawned again, or be called from the party UI. If we don't leave a module though, the companion still exists in the game world... physically. So the scripts which spawn them to their waypoints... pass.

 

Edit: It will seem as the best way to make this is send the companion where he should generally stand after the cutscene which required a jump, on the end of the convo or something.



#4
PJ156

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I have often used copies of companions for cutscenes when jumping about. It depends of if they are here now and the cutscene is in real time or the cut scene happens out of the here and now. I.e can you get away with having the companion wear something different.

 

If you can, I think this is effective. If you are in an inn and the npc still has his armour on and carrying a +5 flaming sword it looks wrong :)

 

PJ


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