Building Qs

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Building Qs

Post  -terenee- on Thu Sep 22, 2011 4:43 pm

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Last edited by Isendel on Sun Jul 29, 2012 12:43 pm; edited 1 time in total
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Re: Building Qs

Post  sl1ckw1lly on Thu Sep 22, 2011 5:35 pm

use a conversation script

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Re: Building Qs

Post  -terenee- on Thu Sep 22, 2011 5:53 pm

..


Last edited by Isendel on Sun Jul 29, 2012 12:43 pm; edited 1 time in total
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Re: Building Qs

Post  sl1ckw1lly on Thu Sep 22, 2011 8:46 pm

I am confused, whats your intention? To make one object replace another object? Or for an object to be useable as in you can hit it?

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Re: Building Qs

Post  -terenee- on Thu Sep 22, 2011 9:07 pm

..


Last edited by Isendel on Sun Jul 29, 2012 12:43 pm; edited 1 time in total
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Re: Building Qs

Post  sl1ckw1lly on Thu Sep 22, 2011 11:16 pm

Right click the dummy, goto properties, now uncheck the static box. Make it useable/targetable. Then set it as plot so it cannot be destroyed. If you want it to take damage and be breakable set its HP to a high enough point so it wont break instantly, might want to increase hardiness so it can take some damage as well.

If you want it to be breakable / take damage then dont set it to plot or it will not take any damage at all.

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Re: Building Qs

Post  sl1ckw1lly on Thu Sep 22, 2011 11:36 pm

Place this script under the on used portion of the object you are trying to use to teleport to.

Then place a waypoint where you want to teleport to. Set its tag to WP_Ivellios

/////////////////////////////////////////////////
// Ultimate Teleport Script 1.0
/////////////////////////////////////////////////
// by Amurayi (mschdesign@hotmail.com)
//
// based on SirLestat's Secret Trapdoorscripts
/////////////////////////////////////////////////
/* The problem with most of the teleport scripts out there is that your companions
won't be teleported with you if you ar ebeing teleported within the same area.
This easy to configure script here is the solution for this old problem. Simply
alter the way how the teleport shall work by turning the options on and off be
setting the variables to 0 or 1 in the first ppart of this script.

What this script can do:
- teleports player out of conversation, trigger or item
- teleports player with or without companions
- teleports player alone or the whole party (players)
*/
void JumpAssociate(object i_oPC, int i_type, object i_oWP)
{
object oAssociate = GetAssociate(i_type, i_oPC);
if(GetIsObjectValid(oAssociate))
AssignCommand(oAssociate, JumpToObject(i_oWP));
}

void main()
{
// uncomment one of the next 3 lines depending where you use the script:
// object oPC = GetPCSpeaker(); // for conversations
// object oPC = GetEnteringObject; // for triggers
object oPC = GetLastUsedBy(); // for items/objects

// set to 1 if you want to teleport the whole party of the player, whereever every member is:
int iTeleportWholeParty = 0;
// set to 1 if you want the Associates of the player to be teleported as well, otherwise to 0:
int iTeleportAssociateToo = 1;
// Enter the destination Waypoint in here:
object oDWP = GetWaypointByTag("WP_Ivellios");
// Make the player say something on his departure (so others will now that he teleported but crashed):
string sGoodbye = "I am leaving. See you soon.";
// Enter the message being send to the player when teleport starts:
string sTeleportmessage = "Thou are being teleported to another area.";


// Don't start Teleport at all if activator isn't a player or DM
if(!GetIsPC(oPC))
return;

if (iTeleportWholeParty == 1)
{
object oFM = GetFirstFactionMember(oPC);
// Step through the party members.
while(GetIsObjectValid(oFM))
{
AssignCommand(oFM, ActionSpeakString(sGoodbye));
SendMessageToPC(oFM, sTeleportmessage);
AssignCommand(oFM, DelayCommand(2.0, JumpToObject(oDWP)));
if (iTeleportAssociateToo == 1)
{
// now send the players companions over as well:
DelayCommand(2.0, JumpAssociate(oFM, ASSOCIATE_TYPE_ANIMALCOMPANION, oDWP));
DelayCommand(2.0, JumpAssociate(oFM, ASSOCIATE_TYPE_DOMINATED, oDWP));
DelayCommand(2.0, JumpAssociate(oFM, ASSOCIATE_TYPE_FAMILIAR, oDWP));
DelayCommand(2.0, JumpAssociate(oFM, ASSOCIATE_TYPE_HENCHMAN, oDWP));
DelayCommand(2.0, JumpAssociate(oFM, ASSOCIATE_TYPE_SUMMONED, oDWP));
}
// Select the next member of the faction and loop.
oFM = GetNextFactionMember(oFM);
}
}
else
{
// Uncomment the next 2 lines if you like fancy animations (plays the summon monster 3 animation)
// effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3);
// ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oFM);
AssignCommand(oPC, ActionSpeakString(sGoodbye));
SendMessageToPC(oPC, sTeleportmessage);
AssignCommand(oPC, DelayCommand(2.0, JumpToObject(oDWP)));
if (iTeleportAssociateToo == 1)
{
// now send the players companions over as well:
DelayCommand(2.0, JumpAssociate(oPC, ASSOCIATE_TYPE_ANIMALCOMPANION, oDWP));
DelayCommand(2.0, JumpAssociate(oPC, ASSOCIATE_TYPE_DOMINATED, oDWP));
DelayCommand(2.0, JumpAssociate(oPC, ASSOCIATE_TYPE_FAMILIAR, oDWP));
DelayCommand(2.0, JumpAssociate(oPC, ASSOCIATE_TYPE_HENCHMAN, oDWP));
DelayCommand(2.0, JumpAssociate(oPC, ASSOCIATE_TYPE_SUMMONED, oDWP));
}
}
}

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