Persistent MoveToObjectFollow()
Started by argent77, Mar 05 2012 03:22 PM
8 replies to this topic
#1
Posted 05 March 2012 - 03:22 PM
I wanted to use the action MoveToObjectFollow() to guide a creature to a specific person in the same area. It works well for my purposes, but there is one big problem. Whatever I try, the creature won't stop following me after I have delivered it. IESDP states that a different action will cancel the behaviour, but I haven't found one so far. Neither NoAction() nor ClearActions() are working.
Is there even a way without killing the creature in the process?
Is there even a way without killing the creature in the process?
#4
Posted 05 March 2012 - 04:31 PM
For testing reasons I have removed every script except for this dialog portion:
Yes, that would be an alternative. I have avoided it because it's more complicated to code and the creature will likely crash into my character everytime he stops for a moment.
IF ~Global("A7Q5Delivered", "MYAREA", 0)~ fes.talk.1
SAY ~What are your orders, master?~
++ ~Wait here!~ + fes.stay
++ ~Follow me!~ + fes.follow
END
IF ~~ fes.stay
SAY ~I will wait here.~
IF ~~ DO ~ClearActions(Myself)~ EXIT
END
IF ~~ fes.follow
SAY ~I will follow you.~
IF ~~ DO ~MoveToObjectFollow(LastTalkedToBy)~ EXIT
END
Still, the creature won't stop following me, ever.
Ardanis, on 05 March 2012 - 04:14 PM, said:
You can use MoveToObject(), particularly if you do not want to follow it afterwards.
Edited by argent77, 05 March 2012 - 04:33 PM.
#5
Posted 05 March 2012 - 04:38 PM
not too sure of what i'm saying... 
but try wrapping inside an ActionOverride() and specify the actor. even tho the actor is running the dialog sometimes they don't take the actions without being in an ActionOverride()
Else instead of ClearActions() try telling it to MoveToObject() so that maybe it will stop following
but try wrapping inside an ActionOverride() and specify the actor. even tho the actor is running the dialog sometimes they don't take the actions without being in an ActionOverride()
Else instead of ClearActions() try telling it to MoveToObject() so that maybe it will stop following
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
#7
Posted 05 March 2012 - 06:20 PM
try seeing if you can break the action from script rather than dialog. set a variable in the dialog and then if that's set give the actor a different action.
its at least worth a try.
BG2 scripting isn't really my thing. Might be easier to accomplish stuff but it's more complicated in other respects ^^
hope you can get what you want working
its at least worth a try.
BG2 scripting isn't really my thing. Might be easier to accomplish stuff but it's more complicated in other respects ^^
hope you can get what you want working
My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm
#8
Posted 05 March 2012 - 07:34 PM
The Haiass mod uses MoveToObjectFollow and presumably other actions work with it (you can tell the wolf to wait, run away, etc. after that). I wouldn't do it with area variables in dialogue though. Just set some GLOBAL in the dialogue and have the creature's script respond to it (I believe that's how Haiass does it).
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Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
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"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
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