Making Custom Summons

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Deider
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Making Custom Summons

Post by Deider » Mon Feb 07, 2005 10:28 am

I've made a creature that I want a PC to be able to summon when certain conditions are met. That script works fine, but I have a few problems with my custom summoned critter:

- when the player rests, it does not go away
- the critter does not respond to any player commands. It won't follow the PC, it just sits in the spot where it was summoned.

I'm guessing this has to do with the scripts attached to the critter. Right now the standard scripts are attached. Does anyone know what scripts the Bioware summoned critters use? Or am I way off in what I think is wrong here?
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Post by Krator » Mon Feb 07, 2005 10:53 am

You have to attach the scripts Tomi (the henchman from the OC) has. Tomi is somewhere in the standard palette, NPCs - Halflings I think.

For the rest thing: I think it is another onrest script you have to attach. I don't know which one, but you can always edit Tomi's script.
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Post by Deider » Tue Feb 08, 2005 3:19 am

You sure about that? When I applied the henchman scripts to my custom summons, I had some issues. For example, the summons is immortal - if it dies is just respawns. Also, when I rest it won't go away. And it can't be unsummoned with the radial menu. Of course, this was with the x0 scripts, not Tomi's set, which is probably original nw.
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Post by Tissa » Tue Feb 08, 2005 8:04 am

if you use "nwn explore" and open:
NWN Main Data->data\templates.bif->Blueprint, Creatures->nw_s_badgerdire.utc
you will see that the standard scripts for a summons are nw_ch_a*

note that the on rest script is nw_ch_aca. This script doesn't exists, but then it doesn't matter since summons never rest (they vanish when the caster rests) if you use these scripts use the function EffectSummonCreature() (in the scope of the master) to create the creature.

Hope that helps
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Deider
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Post by Deider » Tue Feb 08, 2005 9:14 am

Tissa wrote:Hope that helps
A ton. Thanks!! :D
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