Mandalore The Shadow Posted March 14, 2008 Posted March 14, 2008 First of all is it possible to make one character have two puppets of so can someone make a mod where you can have bodyguard droids or sith troopers
Miles Edgeworth Posted March 14, 2008 Posted March 14, 2008 I believe it is possible, but if you want it for the PC, you're out of luck.
Mandalore The Shadow Posted March 14, 2008 Author Posted March 14, 2008 why does it not work with th PC?
HdVaderII Posted March 14, 2008 Posted March 14, 2008 Posted by Stoffe You have also probably noticed that your main player character is missing from the Party Table. This character is handled separately and is not stored in the party table. This means that you cannot assign a puppet to the Exile. Only party members can have puppets.
HK-52 Posted March 15, 2008 Posted March 15, 2008 search in final touch by oldflash, there is a PC remote
Eefluxx Posted March 15, 2008 Posted March 15, 2008 ^^^^I don't think that is an actual puppet tho. Oldflash used an armband to creat the remote and you could use it as a workbench I think(been awhile since I played Final Touch) So his pc remote was more like the call to aid armband you see in K1 where you can make something appear but it isn't a puppet. Eefluxx
Darkkender Posted March 15, 2008 Posted March 15, 2008 There are various scripts that can be used for spawning that have droids or people follow the main PC as if they were a puppet allowing them to act independant of the main PC it just requires extra effort on the part of the modder to get the effect that they are trying to establish.
HdVaderII Posted March 21, 2008 Posted March 21, 2008 Add this to the heartbeat script of an NPC : // k_fpm_heartbtxx #include "k_inc_debug" #include "k_inc_generic" #include "k_inc_switch" #include "k_inc_utility" void main() { object oEnemy = GetNearestCreature(CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); if(!GN_GetSpawnInCondition(SW_FLAG_AI_OFF) && !GetSoloMode()) { if(GetPartyMemberByIndex(0) != OBJECT_SELF) { if(//GetCurrentAction(OBJECT_SELF) != ACTION_FOLLOW && GetCurrentAction(OBJECT_SELF) != ACTION_WAIT && !GetIsConversationActive() && !GN_GetSpawnInCondition(SW_FLAG_SPECTATOR_STATE) && GetCommandable()) { if(!GN_GetIsFighting(OBJECT_SELF) && !GetIsObjectValid(oEnemy)) ClearAllActions(); if(GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) < 5.0) { ClearAllActions(); ActionForceMoveToObject(GetPartyMemberByIndex(0), FALSE, 1.0); //SendMessageToPC(GetFirstPC(), "Debug Message: Henchmen just executed the bWalk routine."); } if(GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) > 5.0) { ClearAllActions(); ActionForceMoveToObject(GetPartyMemberByIndex(0), TRUE, 3.5); //SendMessageToPC(GetFirstPC(), "Debug Message: Henchmen just executed the bRun routine."); } } } } else if(GetSoloMode() && GetCurrentAction(OBJECT_SELF) == ACTION_FOLLOWLEADER) { ClearAllActions(); } if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_HEARTBE AT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1001)); } } this makes the specified NPC follow you around
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