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Help with two companion issues


devinpatterson

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hey devin. Know you're super busy, but I was really hoping I could borrow your scripting knowledge for a moment.

 

I'm so close to being done with my companion mod. The last thing I need to do is complete the final confrontation between the companion and the antagonist.

 

I have it set up to where they converse, back and forth, explaining their history, which ultimately leads to the antagonist's death. Theres only two issues.

 

1: even though I have the antagonist in a sitting package, he always stands up to speak his lines, then tries to sit back down, only to be stopped by the companions conversation. It makes it look silly. I am really hoping to FORCE him to sit until the very last line of dialogue when the companion says "stand up" to fight.

 

2: After that final line, I am hoping to have both men draw their weapons and fire once each, with the companion scoring an obvious hit, and s script killing the antagonist immediately. I have no idea how to write this or make it happen.

 

 

I would be OH so appreciative if you could help me out with this. Any time you could spare helping me out with the scripts or taking a look at my esp would be fantastic.

 

anyway. Please let me know either way whether you have the time or not. Thanks man.

I moved your PM over to the forums because my mailbox is all jammed up, there are people that can give you better advice than I can and because this way it may help someone that has a similar issue (they can benefit from the public thread as opposed to a private message only you will see).

 

I'm not a scripter, so this isn't my forte. But in re: to #1 have you tried setRestrained on the NPC? The geck page says;

 

"Set the actor to a restrained state (or clear the state). Restrained actors will not move from their current position, or enter combat, but will continue to "think" (pick packages, run detection so they could yell alarms) and go into dialogue."

 

It might help to keep him/her in a sitting position, and can be started from teh first result script topic that they engage in.

 

Re: #2 the useWeapon function has a lot of parameters (what weapon to use, whether to always hit, the target, etc), that you can just call from teh result script. There is also a useWeapon package that does essentially the same thing.

 

As far as a single killing shot I bet there are a few different ways to go about it. One way might be to make a special weapon that is added to the NPC's inventory just prior to calling the useWEapon function. It can be a massive level of damage or other attributes you might need for the final act, then removed right after the deed is done.

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