Seamhainn Posted August 28, 2007 Share Posted August 28, 2007 Hello! I took this script from the tutorial for making a npc walk and then vanish: void main () { object oNPC=GetObjectByTag("n_basvis"); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); ActionDoCommand(SetCommandable(FALSE,oNPC)); } [/Code] Unfortunately it doesn't work. What did I do wrong? Thanks and take care Link to comment Share on other sites More sharing options...
Master Zionosis Posted August 28, 2007 Share Posted August 28, 2007 Umm this may be wrong as I'm still an avarage scripter but I think that you have basically made your NPC that you want to vanish modifiable and then have made it unmodifiable, to solve this just remove the last line of the script ActionDoCommand(SetCommandable(FALSE,oNPC)); I hope this is correct. I did do a little research. Link to comment Share on other sites More sharing options...
Seamhainn Posted August 28, 2007 Author Share Posted August 28, 2007 I tried it out. Unfortunately that wasn't it. Please help, kind scripters! Thanks and take care Link to comment Share on other sites More sharing options...
stoffe Posted August 28, 2007 Share Posted August 28, 2007 Hello! I took this script from the tutorial for making a npc walk and then vanish: Unfortunately it doesn't work. What did I do wrong? Thanks and take care Your script does not make the NPC walk anywhere. Provided that the Tag set in the UTC for your NPC is n_basvis, and you are in a standard area which has a SW_EXIT waypoint, I think this should work: void ST_Leave(string sTag) { SetCommandable(TRUE); ClearAllActions(); ActionForceMoveToObject(GetObjectByTag(sTag)); ActionDoCommand(DestroyObject(OBJECT_SELF)); SetCommandable(FALSE); } void main () { object oNPC = GetObjectByTag("n_basvis"); AssignCommand(oNPC, ST_Leave("SW_EXIT")); } Link to comment Share on other sites More sharing options...
Seamhainn Posted August 28, 2007 Author Share Posted August 28, 2007 Its on the Endar Spire. Unfortunately it doesn't work... Link to comment Share on other sites More sharing options...
Seamhainn Posted August 30, 2007 Author Share Posted August 30, 2007 Im am sorry to bump my own thread, but how can I make a npc vanish/destroy on the Endar Spire? Is it at all possible? Thanks and take care Link to comment Share on other sites More sharing options...
stoffe Posted August 30, 2007 Share Posted August 30, 2007 Im am sorry to bump my own thread, but how can I make a npc vanish/destroy on the Endar Spire? Is it at all possible? Thanks and take care If you just want the NPC to vanish you do: void main() { DestroyObject(GetObjectByTag("NPCTAG")); } Change NPCTAG to the tag of the NPC to destroy. If that doesn't work either then you've either set an incorrect tag or your script isn't being run at all. Link to comment Share on other sites More sharing options...
Seamhainn Posted August 30, 2007 Author Share Posted August 30, 2007 Stupid me!!! I mixed up the Tag with the utc-file-name. It works very nice now! Some questions regarding this script: 1. Its used for an npc using Bastila's utc-file named n_basvis.utc. The tag is Bastila obviously. If I destroy the npc, does it have repercussions on the rest of the game (anything regarding the real Bastila)? I tried to change the tag to another name, but it did not work. 2. As the script is fired with the last line of the dialogue with this npc its dialogue line vanishes imidiately, too. Is it possible to script a delay, so the line is readable? Thanks and take care Link to comment Share on other sites More sharing options...
stoffe Posted August 30, 2007 Share Posted August 30, 2007 1. Its used for an npc using Bastila's utc-file named n_basvis.utc. The tag is Bastila obviously. If I destroy the npc, does it have repercussions on the rest of the game (anything regarding the real Bastila)? I tried to change the tag to another name, but it did not work. If you haven't removed Bastila from the party table it shouldn't cause any trouble, since you only destroy the instance in the game world. The character stored in the party table would still be there and possible to spawn in normally via SpawnAvailableNPC(). 2. As the script is fired with the last line of the dialogue with this npc its dialogue line vanishes imidiately, too. Is it possible to script a delay, so the line is readable? If the last node in the dialog is an Entry, add a "goodbye" reply node to it or something and put the action script on that node instead. Link to comment Share on other sites More sharing options...
Seamhainn Posted August 31, 2007 Author Share Posted August 31, 2007 I expected as much. Maybe I forgot it in my last couple of posts, but I'd like to thank you, stoffe, once again for your tremendous help, but also this whole community. I can't put it in better words because of lack of knowing the language: I feel very much supported by you people here! Thanks and take care Link to comment Share on other sites More sharing options...
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