Server Totals
Deglos - (0)
Le'Or - (0)
Ferrell - (0)
Elysia - (0)
M'Chek - (0)
Mikona - (0)
Wilderness - (0)
Visimontium - (0)
Underdark - (0)
Total players: 0
Gallery

Links Menu

Removing FX from Summoning Familiars / companions

Moderators: Nighthawk4, Dungeon Masters

Removing FX from Summoning Familiars / companions

PostAuthor: JollyOrc » Mon Feb 28, 2005 1:49 pm

Anyone knows where to do this and how ? I want things so that summoning / unsummoning a familiar is done quietly, without big flashes of light.
User avatar
JollyOrc
QA Resource
 
Posts: 3900
Joined: Fri Jan 17, 2003 11:41 am
Location: Germany
Timezone: GMT+1

PostAuthor: Dirk Cutlass » Mon Feb 28, 2005 2:05 pm

Presumably (although I've not tried it). Edit or spell-hook the script so that it doesn't apply the visual effect, e.g.

// this is normally created and applied (e.g. for Summon 1)
effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_1);

So, don't create this affect and don't apply it?

And I think if you edit the spells.2da file so that there are no scripts specified for the conjuration visual and sound effects. Not sure if you wanted that bit too?

Haven't tested this, but worth a try.

EDIT: this was for summon, presumably something similar for unsummon?

EDIT2: Hmm, just re-looked at the scripts for this, and now I'm not so sure. There are several scripts ... nw_s0_summon1, nw_s0_summon2, etc. (these have the visual effect line above), but there is also a script nw_s0_summon which appears to be a general purpose summon script and does all level spells.. that one seems to have the visual effect line commented out already :? Maybe the effect is put in elsewhere ?

EDIT3: Just saw that it was familiar that Jolly wanted, and not general summons. Doh! I'll just shut up shall I :oops:
Last edited by Dirk Cutlass on Mon Feb 28, 2005 3:11 pm, edited 1 time in total.
User avatar
Dirk Cutlass
Elder Sage
 
Posts: 4703
Joined: Mon Jan 27, 2003 9:42 am
Location: GMT

PostAuthor: dougnoel » Mon Feb 28, 2005 3:03 pm

The familiar code is hard-coded, or at least well-hidden enough that I haven't found it yet. The script that runs just calls a function. If you find that, let me know - I'd be very interested in hooking that. :)

dougnoel
Team Member; Retired with Honors
 
Posts: 6265
Joined: Fri May 14, 2004 4:59 pm
Location: VA (GMT -4)

PostAuthor: Dirk Cutlass » Mon Feb 28, 2005 3:25 pm

dougnoel wrote:The familiar code is hard-coded, or at least well-hidden enough that I haven't found it yet. The script that runs just calls a function. If you find that, let me know - I'd be very interested in hooking that. :)


You mean this one...?

//::///////////////////////////////////////////////
//:: Summon Familiar
//:: NW_S2_Familiar
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This spell summons an Arcane casters familiar
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Sept 27, 2001
//:://////////////////////////////////////////////

void main()
{
//Yep thats it
SummonFamiliar();
}


No include file, so it's looks like an internal function (i.e. hard-coded). Too bad. Presumably you could write a replacement code for it though. Would give possiblility of having a whole new lot of familiars, etc. (would be rather cool to have access to the full 3e list 8) ). But sounds like a lot of work. A job for one of Dougnoel's sub's perhaps??? :wink:
User avatar
Dirk Cutlass
Elder Sage
 
Posts: 4703
Joined: Mon Jan 27, 2003 9:42 am
Location: GMT

PostAuthor: dougnoel » Mon Feb 28, 2005 4:28 pm

Heh, yeah that one. My subs have started becoming team members. I need more subs... :D

dougnoel
Team Member; Retired with Honors
 
Posts: 6265
Joined: Fri May 14, 2004 4:59 pm
Location: VA (GMT -4)

PostAuthor: JollyOrc » Mon Feb 28, 2005 4:36 pm

I've found a hak that replaces familiars by now..

...will have to dismantle that some day.
User avatar
JollyOrc
QA Resource
 
Posts: 3900
Joined: Fri Jan 17, 2003 11:41 am
Location: Germany
Timezone: GMT+1

PostAuthor: dougnoel » Tue Mar 08, 2005 12:45 am

JollyOrc wrote:I've found a hak that replaces familiars by now..

...will have to dismantle that some day.

Oh yeah? Got a link?

dougnoel
Team Member; Retired with Honors
 
Posts: 6265
Joined: Fri May 14, 2004 4:59 pm
Location: VA (GMT -4)

PostAuthor: Tristan_Durst » Tue Mar 08, 2005 1:27 am

*nods* Seen the HAk, and read intrusctions on how to create new familars. Looked intresting, but takes a lot of work and a lot of changes to the 2da files. *shakes head* Beyond my skill level.
"The best way to start something, is to stop talking, and start doing." - Walter E. Disney
User avatar
Tristan_Durst
Scholar of Fools
 
Posts: 386
Joined: Tue Nov 02, 2004 5:38 am
Location: Florida

PostAuthor: Sindol » Tue Mar 08, 2005 8:12 am

dougnoel wrote:
JollyOrc wrote:I've found a hak that replaces familiars by now..

...will have to dismantle that some day.

Oh yeah? Got a link?


Small quote from the accompanying documentation:
Player Handbook Familiars (with UMD): Version 1.03
Created by Demetrious, Mogney, and OldManWhistler
Using models by Hydromancerx, Firehazurd, Bob Da Monkey, Lady Blood & JoeRCM
Please post any feedback / comments at http://nwvault.ign.com/Files/hakpacks/d ... 3187.shtml
That is also where new versions of this package will be posted.
This package includes PHB UMD ShareSpell System by Demetrious and OldManWhistler
http://nwvault.ign.com/Files/hakpacks/d ... 3016.shtml
So much fun,
yet so little time to enjoy it.
- Sindol
User avatar
Sindol
Team Member; Retired with Honors
 
Posts: 6487
Joined: Mon Jan 06, 2003 4:23 pm
Location: Nijmegen - Netherlands (GMT+1)


Return to NWN Scripting

Who is online

Registered users: Bing [Bot], Google [Bot]