Creating NPCs in toolset. Help!
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- Mistcaller
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Creating NPCs in toolset. Help!
Have 2 toolset questions concerning NPCs, and I'm too busy to look for answers in the net, so if someone of you knows , I would be grateful :
1. What does "No Permanent Death" do? What is the difference if it is selected or not?
2. If you mark a NPC as Disarmable and his weapon is marked as non-dropable, what happens when he gets disarmed?
Thanks in advance!
1. What does "No Permanent Death" do? What is the difference if it is selected or not?
2. If you mark a NPC as Disarmable and his weapon is marked as non-dropable, what happens when he gets disarmed?
Thanks in advance!
- markschouten
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- Alexandru Stanicu
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I've played on other servers were creatures were disarmable and didn't drop their weapon.. they did the animation for sheathing their weapon and fought barehanded.. I wonder how that was achieved then?
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- Nob
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For the disarm/nondroppable flag, the weapon simply vanishes from the creature's inventory.
I remember disarming a couple NPC's having them not equip anything and then being asked by a DM if I had their weapons.(Which I didn't, obviously.)
At least that's what I recall, quite a few of the Bioware NPC's are set that way, maybe check their flags?(Notable ones are the bandits, and I don't know if they're bioware NPC's but the bugbear chieftans are also disarmable without them dropping their weapons.)
I remember disarming a couple NPC's having them not equip anything and then being asked by a DM if I had their weapons.(Which I didn't, obviously.)
At least that's what I recall, quite a few of the Bioware NPC's are set that way, maybe check their flags?(Notable ones are the bandits, and I don't know if they're bioware NPC's but the bugbear chieftans are also disarmable without them dropping their weapons.)
- Mistcaller
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Ok, if anyone knows, what is the difference of setting "No Permanent death" on and using the following function in a OnSpawn script
SetIsDestroyable(FALSE, TRUE, TRUE);
where:
Do they produce the exact same result? 
SetIsDestroyable(FALSE, TRUE, TRUE);
where:
Code: Select all
// Set the destroyable status of the caller.
// - bDestroyable: If this is FALSE, the caller does not fade out on death, but
// sticks around as a corpse.
// - bRaiseable: If this is TRUE, the caller can be raised via resurrection.
// - bSelectableWhenDead: If this is TRUE, the caller is selectable after death.
void SetIsDestroyable(int bDestroyable, int bRaiseable=TRUE, int bSelectableWhenDead=FALSE)
