ikariGendo
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Initiate
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Reged: 07/24/04
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Posts: 59
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Loc: Mud Hut, Scotland
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I noticed when using an NPC Travel service (stiltstrider/guild guide), it also transports your companion.
Now would it be possible to modify the recall spell to do the same?
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ManaUser
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Master
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Reged: 05/31/00
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Posts: 6115
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Loc: Long Beach, CA, USA
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Short answer: no. Long answer: no but it's possible to secially create a companion who follows when yuo use the spell... mostly. At best there are some issues with using the spell in mod-created areas.
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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Loc: In front of my computer at the moment
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Manauser is on the money with this. It's a Tuff dilemma. My only work around was to just do the following example:
choice "Yes, follow me." 1 "Not right now. Wait here for me." 2 "You should recall and wait for my return." 3
Okey-Dokey! (Choice 3)
A_unique_NPC_01->PositionCell 3840 4360 3550 21600 "Balmora, My manor" playSound, "mysticism cast" A_unique_NPC_01->AIWander 0 0 0 0 0
This is in Dialogue. Nothing says you can't do "3" choices for "3" different locations, or more & so on. Gets them in the ball park so to speak. Need to go to a Northern Island, send em to Dagon Fel and do AIFollow from there. Hope this helps.
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I'm no expert but why can't something as simple as this work? I know there's got to be problems with this but it's the idea that matters. You could just add the Recall spell to the list of spells the NPC knows and do this:
begin recall_person
if ( player-> cast, "recall" == 0 )
return
endif
if (player-> cast, "recall" == 1 )
"NPC_name"-> cast, "recall"
playSound, "mysticism cast"
endif
end recall_person
Because the player is the only one that casts the Mark spell then that'll be the only place the person can go. I know something so simple won't work but what I want to know is why it won't work.
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I've had a sort of related question. If we can script a companion to warp to the player when they get out of sight then why can't they warp to the player using a scripted object, like a ring?
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Quote:
I'm no expert but why can't something as simple as this work? I know there's got to be problems with this but it's the idea that matters. You could just add the Recall spell to the list of spells the NPC knows and do this:
begin recall_person
if ( player-> cast, "recall" == 0 ) return endif if (player-> cast, "recall" == 1 ) "NPC_name"-> cast, "recall" playSound, "mysticism cast" endif
end recall_person
Because the player is the only one that casts the Mark spell then that'll be the only place the person can go. I know something so simple won't work but what I want to know is why it won't work.
This wont work because recall has no effect on anybody but the PC.
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ikariGendo
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Initiate
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Reged: 07/24/04
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Posts: 59
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Loc: Mud Hut, Scotland
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Couldn't something like the multimark mod, which contains a max of 12 different marks be updated so when u select your destination from the list, your companion also gets sent as well?
Assuming you have multiple companions, how would they all be detected and sent with you?
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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Loc: In front of my computer at the moment
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I have 4 "Specific" guards that have quaters in my Manor. When I want them to return to the Ole home - I use "My" example above and they return to their rooms or to my Northern Manor in Dagon Fel, or points East or West. You can have choices to send any "1" NPC to numerous places.
I need to look in SFD8-I don't know if there is a FindPlayerMark or something like that. (FYI: Just made that up) If there is a way to find a "Dynamic" mark location-it may be possible to do a script-Maybe.
The only problem I see "at this tme" is that if the Player and NPC recall at the same time to the same mark-
You will make an NPC-Player Sandwich! (Looks and tastes bad so far. )
I'm going to research this more.
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Simpleton
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Acolyte
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Reged: 07/02/04
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Posts: 138
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Loc: Earlham College, Richmond, IN
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You could using PlaceAtPC, though it's inventory won't carry over I don't think. Also any scripts on it would get reset, though targetted scripts might still work(?).
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While PlaceAtPC would work it would create more then one of the same person. If you cast recall multiple times then you'll get many, many copies. It's not the best way to do things but it does work.
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Simpleton
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Acolyte
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Reged: 07/02/04
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Posts: 138
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Loc: Earlham College, Richmond, IN
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Which is why you use Disable SetDelete
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Grumpy
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Disciple
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Reged: 08/02/02
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Posts: 1590
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I will appologize beforehand here, cause I'm about sick of hearing this...
My own inadequacies maybe...
As far as I know, the Partners mod has a recall option.
As far as I know, MentalElf has done a packguar mod that has an option that allows the player to "call" the guar from a defined location (home???) to the player's current location.
Both of these mods recall to exteriors only.
Reason: Exterior locations are on one coordinate grid, so when you say location x, y, z, in script, the game engine can then make a determination of the correct position and use those coordinates to place the object via the SetPos function.
SetPos allows the use of variables. As far as I know, Position does not. Those are the only two functions available for use in placing objects around the gameworld, and if you want to bring a companion to the player's position, then you have GOT to define the player's coordinates via variable with GetPos.
Every interior has it's own set of coordinates though, so you cannot use the same operation to recall to an interior. Reason we have both Position (for exteriors), and PositionCell (for interiors). Position only requires the coordinates be defined because Position only works for the exterior coordinate grid. PositionCell requires that both the coordinates and cell name be defined because interiors have their own coordinate grid, different from the "world" grid.
So, as far as recall goes...
set player_x to ( Player->GetPos x )
...works.
Companion->SetPos x to player_x
...works.
Companion->Position playerx, player_y, player_z, zrot
...does not work.
You can use defined coordinates with position, but not variables. In other words...
Companion->Position 1234, 5678, 910, zrot
...works, but the coordinates have to be defined as intergers in script. The coordinates cannot be defined on-the-fly, in-game, with variables as can be done with SetPos.
According to the devs, moving an object over multiple cells creates problems. My own experiments have not worked well when trying to use SetPos across anything other than a 3 x 3 cell block. The reason simple warping works: It is generally confined to the current cell.
Any kind of recall is generally going to try and move the object a distance farther than the currently loaded block (current active cell + one cell on each side of that cell (3 x 3 block)).
I assume the two above mentioned mods use the GetPos/SetPos functions to accomplish their recall function. The general outline for this operation was first defined by Aftershock_81 and generally uses either a "fixme" command (or two), or a disable/enable statement in script to "repaint" the object upon arrival at the new cell (the object will not load correctly if you don't).
I tried this, but had many problems wit it. Apparently I wasn't holding my mouth right, cause both of these mods use a variation of Aftershock_81's original idea, and apparently it works. I haven't seen any problems mentioned on the forums so far concerning this operation.
...and agian...
...because of the restrictions mentioned above, only in exteriors.
-------------------- Grumpy
My mods
Edited by Grumpy (08/15/04 01:45 AM)
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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Loc: In front of my computer at the moment
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Grumpy, you should not keep it in...you have something to say...just let it out and speak your mind. Seriously, you said what I said (Only I made no sense what-so-ever) Thank you for the detail (and making sense) in explaining this.
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Simpleton
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Acolyte
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Reged: 07/02/04
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Posts: 138
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Loc: Earlham College, Richmond, IN
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I have a canker sore. I hate canker sores.
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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Loc: In front of my computer at the moment
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Quote:
I have a canker sore.
Then again...sometimes it's better to keep it all in...and say nothing.
-------------------- Here are Links to .DDS, .Tga, .Nif, 3D Programs and Plug-ins.
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Emma
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Disciple
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Reged: 10/08/02
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Posts: 1547
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Loc: Sweden
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Quote:
Couldn't something like the multimark mod, which contains a max of 12 different marks be updated so when u select your destination from the list, your companion also gets sent as well?
Assuming you have multiple companions, how would they all be detected and sent with you?
Have you tried VTA Travel Agency, downloadable from my site? It won't give you 12 locations, it will give you... uhm... I think it's 48. Including strongholds, camps etc etc. And you can use it regardless where you happen to be.
-------------------- Emma's Morrowind Site
My mods - TheLys
Gamer's Roam
WIP Head packs
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Wizthis
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Adept
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Reged: 05/31/04
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Posts: 264
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Loc: In front of my computer at the moment
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Emma-Thanks for your contributions with the Head packs too!!!
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ikariGendo
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Initiate
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Reged: 07/24/04
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Posts: 59
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Loc: Mud Hut, Scotland
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Quote:
Have you tried VTA Travel Agency, downloadable from my site? It won't give you 12 locations, it will give you... uhm... I think it's 48. Including strongholds, camps etc etc. And you can use it regardless where you happen to be.
Hi Emma, thnx for the suggestion This seems to be the best solution to the problem.
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