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Creating Triggers in Areas


hardarg

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I'm stumped with how to go about this, I know that PRCSCR is the only way to add content in an area:

 

CreateObject(OBJECT_TYPE_TRIGGER, rTriggerBanter)

 

My main concern is with setting the location. How should I set it up? Do I need to have all the coordinates per trigger point, or just the main one in their properties?

 

What I'm trying to achieve is to initiate a custom party banter dialog. I don't really know if its possible to use the vanilla partybanter trigger without editing the vanilla dialog file, but I'm open to any suggestions. :smile:

 

[EDIT; Made the topic title and content less confusing. "BioWare" has published lots of different games using lots of different game engines. Query is specific to just one: the Eclipse engine in DA:O. --TNL]

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You can only add placeable and creature objects via prcscr. I have in the past seen some modders discussing trying to add a placeable with an area of effect that would work similar by triggering dialog, but I have no idea how to do it and I don't know if they were successful.
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lol Its no wonder it never works. Many thanks Lady Honor for clarifying that! :)

 

I've tried looking up to look into that placeable method you mentioned. So far I've come across Sapphim's thread in FextraLife, but I'm not sure if I'm getting this right or if I might've forgotten something:

 

I created a placeable with an invisible model, and attached my AOE script to it, where upon entering it would initiate the party banter dialog. The dialog initiates if follower is active in the party and a plot check to see if the talking is already occuring. I haven't checked if it work in game yet though, will probably check it around the weekend.

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I've finally succeeded :D

 

Here's what you need to do.

1.) Create a 2DA extension of traps. I used the TRAP_GRESE as the base, and only modified the part of which AOE script it should call as well as the ID.

OPTIONAL: You may also want to create a 2DA extension of AOE, if you want a more specific range it can cover, whether its a circular or rectangular shape.

 

2.)Create a basic AOE script, and put what you want to happen, this an example for I did mine.

case EVENT_TYPE_ENTER:
        {
            object oCreature = GetEventCreator(ev);
            resource rDialog = R"hg_htc_cv_mageini.dlg";
            if(WR_GetPlotFlag(PLT_HG_HTC_PL_MINOR, KEPT_LETTER) == FALSE)
            {
            UT_Talk(oPC, UT_GetNearestObjectByTag(oPC, "hg_htc_pc_mageini"), rDialog);
            }
            break;
        }

3.) Create a placeable, and you only need to edit the variables. PLC_TRAP_TYPE and PLC_TRAP_AOE.

The value in PLC _TRAP_TYPE will come from the Traps 2DA Extention, put your id there.

For the PLT_TRAP_AOE I used the value 230 which comes from the id of glyph of warding in the AOE 2DA, I was too lazy to make a new one. :tongue:

 

NOTE: I noticed trap triggers are dependent on the placeable type, you need to make sure the placeable you're using as a trigger has that property. Check the placeables 2DA for reference. In my case, I made my own custom one, because I needed a larger area.

 

NOTE: hg_htc_pc_mageini, is the tag for my placeable, I only tested a trigger in order to interact with a placeable from a distance, and it works. But I think this will work with banters as well, will let you know if I made any progress with that.

 

NOTE: I noticed that there is some VFX happening, but I think its probably caused by one of the field from the TRAP_GREASE, might need a little more tweaking, but hey, it works. EDIT: Check out the Trap_effect sheet for more info.

Edited by hardarg
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Thank you for sharing that. I never thought to use the grease base. I'll try this soon (hopefully). The Dec. 19th windows update broke my database and it wouldn't let me rolls it back. There may have been a better way to fix it than what I did, but I wound up just reinstalling everything....and I mean that literally. I reinstalled windows and every program I use for modding. So I'm still in tweaking mode. Life is good. Lol
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