Author Topic: CEP chairs broken  (Read 779 times)

Legacy_azaz1234

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CEP chairs broken
« on: March 09, 2016, 07:51:54 am »


               

it seems that none of the nwn2 chairs in the cep actually work correctly. they all exhibit the 'sitting east' bug. apparently this is due to a node called 'use01' in the model ?  i'm wondering if anyone knows of some sort of a patch that's available that'll allow a character to sit in the chair according to the chair's facing.



               
               

               
            

Legacy_Fester Pot

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CEP chairs broken
« Reply #1 on: March 09, 2016, 01:16:45 pm »


               

Use an invisible placeable with the CEP sit scripts on it. Align the useable invisible placeable neatly on the chair.


FP!



               
               

               
            

Legacy_TheOneBlackRider

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CEP chairs broken
« Reply #2 on: March 09, 2016, 09:20:30 pm »


               

I came up with this script for them:


 


// DLCR-Sit Right Script for NWN2-Placeables

// Source: German Script Collection

// Adjusted by Black Rider Oct. 2010


void main()


{

object oPC = GetLastUsedBy();

object oChair = OBJECT_SELF;

object oInvisChair = GetLocalObject(OBJECT_SELF, "InvisChair");


  if(!GetIsObjectValid(GetSittingCreature(oChair)))


  {

    object oArea = GetArea(oChair);

    vector vLocChair = GetPosition(oChair);

    vLocChair.z = vLocChair.z + 0.05; // Correcting hight

    float fOrient = GetFacing(oChair);

    location locInvisChair = Location(oArea, vLocChair, fOrient);

    oInvisChair = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_invisobj", locInvisChair);

    SetLocalObject(OBJECT_SELF, "InvisChair", oInvisChair);

    AssignCommand(oPC, ActionSit(oInvisChair));

  }

}


 


See, if that does it (I hope, I caught the right one...)



               
               

               
            

Legacy_azaz1234

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CEP chairs broken
« Reply #3 on: March 10, 2016, 03:16:09 pm »


               

thanks for the input !  both work well.