Use FOLLOWER_STATE_AVAILABLE rather than FOLLOWER_STATE_ACTIVE?
Followers/Companions partypicker issue!!
Débuté par
BlackHeart85
, mars 16 2010 06:45
#26
Posté 26 septembre 2010 - 01:46
#27
Posté 26 septembre 2010 - 04:23
Thank you for your reply. I made the change, but the follower still appears selected at the end of the animation when the partypicker is shown. Is it possible to be something wrong with my hiring script? I'm using this:
void main()
{
object oFollower = GetObjectByTag("my_follower");
SetPartyPickerGUIStatus(2);
ShowPartyPickerGUI();
UT_HireFollower(oFollower);
SetFollowerApprovalEnabled(oFollower, TRUE);
AdjustFollowerApproval(oFollower, 5, TRUE);
}
I’d appreciate your help.
void main()
{
object oFollower = GetObjectByTag("my_follower");
SetPartyPickerGUIStatus(2);
ShowPartyPickerGUI();
UT_HireFollower(oFollower);
SetFollowerApprovalEnabled(oFollower, TRUE);
AdjustFollowerApproval(oFollower, 5, TRUE);
}
I’d appreciate your help.
#28
Posté 27 septembre 2010 - 07:55
This hiring script is closer to what the OC does. The new follower starts unselected (though in the example given, the party picker is only invoked if the party is already full).
#29
Posté 27 septembre 2010 - 03:08
Thanks again for your help. I'll try to work with "if (GetArraySize(GetPartyList(oPC)) < 4)" , because I would like the Party Picker to be displayed even for less than 3 followers.
#30
Posté 28 septembre 2010 - 01:53
It is almost finished. I could not use “SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0)” to solve XP gain issue, so I tried “WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, bPreventLevelup” succesfuly. I also used “if (GetArraySize(GetPartyList(oPC)) < 1)”, instead of “<4” to display the partypicker since the first member added (just to see the follower ‘s animation at the first time). But the fired follower simply disappears from the area. We don’t quite see this in the main game because the party picker is used with area transitions. But when the hero returns to the original area, the “not chosen” member is already there. Is it possible to just bring the member back to the area when he or she is fired? I cannot have the follower reappearing, even if I reload the area. The only way I find to bring the follower back is firing another follower to choose the first fired one back. I would like to have the hero interacting again with the fifth follower, without having to bring him or back to the party, just as we see in the main game: the hero can get rid of all his followers and come back to talk to them.
#31
Posté 28 septembre 2010 - 12:23
IIRC there's a snag with this - the follower's quickslots are empty when they're hired again.JR_ANGELO_BR wrote...
...Is it possible to just bring the member back to the area when he or she is fired?...
As you know, the OC never creates a fired follower in the current area, so perhaps it's no surprise that this functionality doesn't seem to work.
It's probably best to go with the flow here - ask the player to suspend their disbelief, and accept that fired followers just vanish, only to reappear in camp or when the party picker is enabled. Think of them as camp followers who are just out of sight, if you like.
Or maybe someone has a fix for this...
#32
Posté 28 septembre 2010 - 06:13
Well. That is not quite what I had in mind, but I can live with that. Maybe I will use the scritpt bellow in a conversation line such as "I wish you could leave" to have the chance not to vanish my old pal, before partypicker function is called:
void UT_FireFollower(
object oFollower,
int bRemoveFromPool = FALSE,
int bRemoveEquipment = TRUE
);
void UT_FireFollower(
object oFollower,
int bRemoveFromPool = FALSE,
int bRemoveEquipment = TRUE
);





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