thebigba Posted January 2, 2009 Author Share Posted January 2, 2009 If for example, I use the same script , only modified a little to include my npc companion to allow it to move on the flight zone with the dragon. Would that work as long as it only took effect if companionref.isriding horse == 1 Im just brain storming ere, but In my mind I dont see any reason why it couldnt work like that.some other genius made the flight script, and If i can move within it on his dragon. Then an npc can and will also... eventually :-) Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 2, 2009 Share Posted January 2, 2009 The flight plane is done kind of trickily. It stays directly below the dragon, and the dragon can change its height by tilting the flight plane so they're technically going uphill or downhill. As well as changing most of the lines referring to Player to CompanionRef, you'd probably also need to rig the tilt to work based on the player's flying height instead of the mouse tilt. And I'm still not sure how it would work with an NPC's natural instinct to follow pathnodes back on the ground. You also might need to change it to check if the player is running (flying) instead of CompanionRef, so she'll only fly if the player is. Remember to make/modify the dragon's associated quest script as well. Link to comment Share on other sites More sharing options...
thebigba Posted January 2, 2009 Author Share Posted January 2, 2009 The flight plane is done kind of trickily. It stays directly below the dragon, and the dragon can change its height by tilting the flight plane so they're technically going uphill or downhill. As well as changing most of the lines referring to Player to CompanionRef, you'd probably also need to rig the tilt to work based on the player's flying height instead of the mouse tilt. And I'm still not sure how it would work with an NPC's natural instinct to follow pathnodes back on the ground. You also might need to change it to check if the player is running (flying) instead of CompanionRef, so she'll only fly if the player is. Remember to make/modify the dragon's associated quest script as well. Yes I have taken the quest script into account as well, I haven't started this part of the mod yet, I am still working out bugs in my companion mod I just recreated. I was thinking that If I checked to see if player was running it would have to be on the same time as isridinghorse, else would the companion not start flying on its own when I jumped off a bridge or something of the sort. so I think it would have to include if player.isrunning ==1 && player.isridinghorse == 1 && companionref.isridinghorse ==1 then fly... however i manage to pull off the flying script... also in the script the plane is always under the dragon unless the dragon is not mounted where it then moves to above the dragon.. It would be nice if I could just set a follow package on her dragon and her stay on it while it follows me :-) Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 2, 2009 Share Posted January 2, 2009 I'm pretty sure that rider AI overrides mount AI when riding, so you'd need to give the companion a follow package with the "mounted" flag checked. Maybe you could make the dragon follow the companion? Would the dragon need to fly if the player jumped off a cliff? Last I checked, they were basically immune to falling damage. Link to comment Share on other sites More sharing options...
thebigba Posted January 2, 2009 Author Share Posted January 2, 2009 I'm pretty sure that rider AI overrides mount AI when riding, so you'd need to give the companion a follow package with the "mounted" flag checked. Maybe you could make the dragon follow the companion? Would the dragon need to fly if the player jumped off a cliff? Last I checked, they were basically immune to falling damage. I meant if i was running but not mounted, and she was set to fly while i was running but she wasnt mounted. :-) And on the last test before i recreated, she was set to follow me while mounted on the dragon, just she was unable to follow me if i went to fly. now im having a problem, I made a quest that when you get a far enough distance from the sewer exit at the beggining of the game you get two spells , one to summon a horse, for myself and one to summon the companion. everything has been working fine . up until recently where I just updated the quest to include distance from sewr exit door. I used " if player.getdistance Dark04Enter(iforget the fullname) >= 200 and the quest works fine as soon as you get far enough from the door the journal updates with a story and completion of the quest adding the 2 spells, I can use the spell to summon my horse just fine... although i think i altered its speed way too much, a horses speed should not be set to 85... but when I summon my companion my body gets froze in place with my arm straight up and it stays like that. :-( I am beggining to find modding more work than play anymore. as soon as i cast basummonlyndai she comes but my my body gets froze and i cant do anything in game to stop it. i also cant cast another spell... I need to be able to in order to test the next new modification , which is when I summon my horse she summons hers also and when i mount mine she mounts hers. :-( Edit: Appearantly the game didnt like what I added onto my script. If player.cast basummonmyhorse playerme.removescriptpackageme.addscriptpackage baaasummonlynhorseme.evpendif I though the script looked nice enough... it also and i cant for anyreason figure out why, but it also removed a topic from lyndai's conversation... the follow me topics is gone in game... yet in the cs its still there and verything looks like it should be fine.... Modding hates me. Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 2, 2009 Share Posted January 2, 2009 Cast doesn't return a variable, it makes someone (or something) cast a spell. That's probably the problem. If you wanted the player casting the summon to make Lyndai summon hers, you'd probably want to either check whether the mount is in the holding cell or not or make casting the spell change a quest/global variable for Lyndai's script to check. Link to comment Share on other sites More sharing options...
thebigba Posted January 3, 2009 Author Share Posted January 3, 2009 Cast doesn't return a variable, it makes someone (or something) cast a spell. That's probably the problem. If you wanted the player casting the summon to make Lyndai summon hers, you'd probably want to either check whether the mount is in the holding cell or not or make casting the spell change a quest/global variable for Lyndai's script to check. right, so heres what ill do then, I will take that part of the script out of her script... add a new tropic to her with the result script summoning both my and her horse... I think that will solve that. Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 3, 2009 Share Posted January 3, 2009 I imagine it will. Best of luck. I hope her dialogue menu isn't too cluttered when all is finished. :) Link to comment Share on other sites More sharing options...
thebigba Posted January 3, 2009 Author Share Posted January 3, 2009 I imagine it will. Best of luck. I hope her dialogue menu isn't too cluttered when all is finished. :) Lol from the looks opf it all her commands will be done from dialogue... I made a ring for her but and I made it the ezact same way as i made in the last one before i recreated... it doesnt work.. I have it set to begin when the player equipts it, and I have it set in an inventory box that she can summon but it isnt her direct inventory... when i take the ring out the box, she immediately does the first action on the ring that doesnt involve her being on a horse... so no more ring commands until i learn more about scripting. I still don't understand variables... i hear the word and im like what? hunh? Link to comment Share on other sites More sharing options...
thebigba Posted January 3, 2009 Author Share Posted January 3, 2009 if player.isridinghorse == 1 && me.isridinghorse == 0 && me.getdistance player <= 1500me.removescriptpackageme.addscriptpackage baaaRideHorseelseif player.isridinghorse == 1 && me.isridinghorse == 0 && me.getdistance player > 1500me.addscriptpackage aaaDefaultStayAtCurrentLocationme.evpendif if player.isridinghorse == 0 && me.isridinghorse == 1me.removescriptpackageme.addscriptpackage baaaFollowMeme.evpendif in game she gets on her horse when i get on mine... When i get off my horse she stays on hers...Where did i go wrong? Link to comment Share on other sites More sharing options...
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