MidnitePiper Posted October 5, 2004 Share Posted October 5, 2004 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_activepracticedummyName: Practice DummyScript:MP_apdummyType: Humanoid Level: 1Respawn CheckedAttributes: Agl 10, others left at 0Health: 3000Spell Points: 100Fatigue: 200Skills & Attacks left at 0Movement: NoneSpells:_MP_apdummyregen Type: Abilities SPELLMAKING:ID:_MP_apdummyregenFull Name: Dummy RegenerationEffects: Restore Health Magnitude: 600/600Type: 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. Link to comment Share on other sites More sharing options...
B@M Posted October 9, 2004 Share Posted October 9, 2004 try giving the dummy RESTORE skill whit 100 points, so he is even capable of using the spell instead he doesnt has the abilyties to use the spell :huh: Link to comment Share on other sites More sharing options...
MidnitePiper Posted October 9, 2004 Author Share Posted October 9, 2004 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. Link to comment Share on other sites More sharing options...
B@M Posted October 9, 2004 Share Posted October 9, 2004 then i dont know what it is :huh: Link to comment Share on other sites More sharing options...
Marxist ßastard Posted October 9, 2004 Share Posted October 9, 2004 Remove the regen ability entirely and add the following to the script: SetHealth 48600 SetParalysis 1 Link to comment Share on other sites More sharing options...
MidnitePiper Posted October 10, 2004 Author Share Posted October 10, 2004 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. Link to comment Share on other sites More sharing options...
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