it seems that none of the nwn2 chairs in the cep actually work correctly. they all exhibit the 'sitting east' bug. apparently this is due to a node called 'use01' in the model ? i'm wondering if anyone knows of some sort of a patch that's available that'll allow a character to sit in the chair according to the chair's facing.
CEP chairs broken
#1
Posté 09 mars 2016 - 07:51
#2
Posté 09 mars 2016 - 01:16
Use an invisible placeable with the CEP sit scripts on it. Align the useable invisible placeable neatly on the chair.
FP!
- Proleric aime ceci
#3
Posté 09 mars 2016 - 09:20
I came up with this script for them:
// DLCR-Sit Right Script for NWN2-Placeables
// Source: German Script Collection
// Adjusted by Black Rider Oct. 2010
void main()
{
object oPC = GetLastUsedBy();
object oChair = OBJECT_SELF;
object oInvisChair = GetLocalObject(OBJECT_SELF, "InvisChair");
if(!GetIsObjectValid(GetSittingCreature(oChair)))
{
object oArea = GetArea(oChair);
vector vLocChair = GetPosition(oChair);
vLocChair.z = vLocChair.z + 0.05; // Correcting hight
float fOrient = GetFacing(oChair);
location locInvisChair = Location(oArea, vLocChair, fOrient);
oInvisChair = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_invisobj", locInvisChair);
SetLocalObject(OBJECT_SELF, "InvisChair", oInvisChair);
AssignCommand(oPC, ActionSit(oInvisChair));
}
}
See, if that does it (I hope, I caught the right one...)
- OldTimeRadio aime ceci
#4
Posté 10 mars 2016 - 03:16
thanks for the input ! both work well.





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