I'm making some scripts for playtesting a stand-alone module (setting plot flags and teleports to areas) and have made a script for instantly making all potential party members available for the party picker. Essentially I'm using the following pattern (but for four companions):
object oFollower1 = GetObjectByTag("wh_comp_callum");
object oFollower2 = GetObjectByTag("wh_comp_claire");
WR_SetFollowerState(oFollower1, FOLLOWER_STATE_AVAILABLE, TRUE, 0, TRUE);
WR_SetFollowerState(oFollower2, FOLLOWER_STATE_AVAILABLE, TRUE, 0, TRUE);
Now, this works for the first party member, but the other party members aren't showing up. I think this might be because the first party member is in the starting area and the others are in areas the player hasn't gotten to yet. So is the problem that GetObjectByTag can only get objects in the current area, or is the problem that the other objects don't yet "exist" if they're placed in areas the player hasn't been to yet? Is there a simpler way of making all the followers available without creating duplicates throughout the module?
Making a debug hire party script
Débuté par
Qutayba
, févr. 16 2010 11:34
#1
Posté 16 février 2010 - 11:34
#2
Posté 17 février 2010 - 12:02
GetObjectByTag only gets objects that are currently loaded into memory, meaning any objects in the current area list (active or inactive), as well as objects like world maps and map locations (also anything in the char_stage area).
#3
Posté 17 février 2010 - 04:18
I tried putting dummy duplicates in the character stage, which didn't work, so I just put duplicates in the opening area, which does work, at least good enough for testing.
Generally speaking, if you want the player to encounter a certain character in more than one area throughout the game, is it best to make duplicates of the NPC in each place or is there a way to move the same object around? For example, since you can't take an object from an unloaded area and teleport it to the current area, can you do the opposite: transport an object in the current area to a waypoint in an unloaded area?
Craig, thanks so much for taking the time to help us out in this forum. I remember teaching myself how to script back with Neverwinter Nights, and at least that aspect of the toolset hasn't changed too much from the old days.
Generally speaking, if you want the player to encounter a certain character in more than one area throughout the game, is it best to make duplicates of the NPC in each place or is there a way to move the same object around? For example, since you can't take an object from an unloaded area and teleport it to the current area, can you do the opposite: transport an object in the current area to a waypoint in an unloaded area?
Craig, thanks so much for taking the time to help us out in this forum. I remember teaching myself how to script back with Neverwinter Nights, and at least that aspect of the toolset hasn't changed too much from the old days.





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