Creating NPCs in toolset. Help!

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Mistcaller
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Creating NPCs in toolset. Help!

Post by Mistcaller » Tue Jan 06, 2004 4:17 pm

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!
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markschouten
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Post by markschouten » Tue Jan 06, 2004 4:19 pm

I think that "No Permanent Death" keeps the body from dissappearing. I don't know about the last one.
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Alexandru Stanicu
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Post by Alexandru Stanicu » Tue Jan 06, 2004 4:22 pm

#2... it ignores the no drop and drops it if disarmed
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Post by kombinat » Tue Jan 06, 2004 4:23 pm

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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Post by Nob » Tue Jan 06, 2004 4:24 pm

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.)
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Post by Kogun » Wed Jan 21, 2004 4:47 pm

no permanent death means that the character can't explode or not be ressurrected. I.e, maybe it changed occaisionally but in HotU when you kill the woman when she goes barmy for you waking up the sleeping man, you can't resurrect her. That's a permanent death.
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Post by Mistcaller » Sat Feb 14, 2004 9:40 pm

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:

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)
Do they produce the exact same result? :?
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