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Need a little help with the Practice Dummy


MidnitePiper

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I've been messing around with the editor, adding active practice dummies to all the fighters guilds and imperial legion barracks.

 

Since I wanted these practice dumies in public and didn't want constant rewards out on me for attacking "npc" practice dummies, I've made my Practice Dummy a creature. All was going well, then I hit two snags I haven't been able to work through on my own:

 

1. Problem: The dummy will not use its 0-cost healing ability. Just sits there taking damage. I made it respawn, so the problem is a minor one, but I'd really like to know why...

 

To stop the combat when the PC stops swinging, I needed a script. I figured it should be a simple "stopcombat" line, so I wrote:

 

begin MP_apdummy

 

stopcombat

 

end

 

It worked fine.

 

2. Problem: The dummy started turning to face me, changing its facing about 15 degrees toward me every time I swung at it. I'd like to understand why this script caused this, and find a way to immobilize the dummy again...

 

Edit:

 

On a suggestion I tried adding "skipanim" into the script again - tested once with "skipanim" set the line after "stopcombat", tested again with it set before, then finally both before and after for good measure - no effect in any of those cases. The only time it stops turning in response to my attack is when I remove the script altogether. I've taken the added precaution of removing all other plugins while testing the dummy.

 

Here's some finer details on the creature and spell:

 

CREATURE:

ID:_MP_activepracticedummy

Name: Practice Dummy

Script:MP_apdummy

Type: Humanoid Level: 1

Respawn Checked

Attributes: Agl 10, others left at 0

Health: 3000

Spell Points: 100

Fatigue: 200

Skills & Attacks left at 0

Movement: None

Spells:_MP_apdummyregen Type: Abilities

 

SPELLMAKING:

ID:_MP_apdummyregen

Full Name: Dummy Regeneration

Effects: Restore Health Magnitude: 600/600

Type: Abilities

 

 

Edit: Follow-Up:

 

It turns out that the facing changes were the result of the movement setting - none. Changing this to Biped stopped the facing changes - or rather, it allowed the dummy to resume its original facing after making the fifteen degree turn being attacked seems to cause - so the dummy has a slight shimmy every time it gets swung at, but remains facing the proper direction.

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Would be worth a try for an NPC dummy. I did something similar - as a creature, my dummy can have three possible skills (Combat, Magic and Stealth), so I gave it a Magic skill of 100 and 100 Spell points - no go, wouldn't use either the ability or a heal spell I made.
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That's basically what I ended up doing - ability removed, the final script looked like this:

 

begin MP_apdummy

if ( GetTarget, Player == 1 )
 StopCombat
 if ( GetHealth < 3000 ) 
     	SetHealth 3000 
 endif
endif

end

 

I tried using SetParalysis 1 in the script: it stopped the dummy motion (wiggling legs and arms) but had no effect on the facing rotation. The only solution I found was to switch from none to Biped on the movement options - allowing the dummy to start correcting its own facing - returning to its proper facing with each stopcombat order.

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