Author Topic: Hardcoded Summons  (Read 629 times)

Legacy_StupidIrishKangaroo

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Hardcoded Summons
« on: August 10, 2010, 06:54:59 am »


                I have looked into this for a bit and I am wondering if dual-summons are possible, I believe it's hardcoded not to work that way. If I am wrong, I'd appreciate if you could explain it.


Other than that I came up with an idea to get past it, at least for my module, I am wanting a summon to dual-summon, but all my attempts have failed and I am wondering if it's possible to get the summon (in this situation, Mummy Dust) to summon a copy of itself, without having them infinitely do this.  I understand having a summon, summon itself, disallows the player to unsummon the second, and I am fine with this. I have a few more ideas but I need to know about this one first, thanks in advance if you can come up with an answer or provide a solution.

 Also another thing, I would hope the second summon if all of this is possible, would still be friendly to the player. Oh lawdie '<img'>
               
               

               
            

Legacy_Rubies

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Hardcoded Summons
« Reply #1 on: August 10, 2010, 08:29:22 am »


               Actually, I worked around this in my module, but it does present a few other issues which are easily fixed (unsummoning can't use the old function unless you edit it).



You might want to give the SetMaxHenchmen and then the AddHenchman/RemoveHenchman functions a peek. It does mean applying Bioware's henchmen scripts to custom creatures you want to summonm, though. '<img'>



I've never tried the "creature summon a summon" part, but I'll give it a look at some point. '<img'>
               
               

               
            

Legacy_Lightfoot8

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Hardcoded Summons
« Reply #2 on: August 10, 2010, 12:28:16 pm »


               I remember a fix someone had for this, where they set the first summons to Non destroyable (SetDestroyable(FALSE))   when the second summons is created.  



At work right now and cant research it much.  Good luck.  



L8
               
               

               
            

Legacy_Shadooow

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Hardcoded Summons
« Reply #3 on: August 10, 2010, 12:49:44 pm »


               Homebrew topic LINK. Search for void MultisummonPreSummon(object oPC = OBJECT_SELF);
               
               

               
            

Legacy_Pstemarie

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Hardcoded Summons
« Reply #4 on: August 10, 2010, 05:18:27 pm »


               I have a spell in NWN Enhanced - Animate Objects - that summons multiple creatures at the same time. All I did was use EffectSummon within a loop. The spell summons multiple creatures without dispelling the previously summoned one. However, a subsequently cast spell that summons another creature with EffectSummon will unsummon one of the animated objects.



You could always do a little more complex work by setting new factions - one each to be friendly to the PC and to the Hostile Faction. When you summon a creature you check the faction of the caster and set the faction of the summoned creature to the appropriate friendly summon faction. You would use CreateObject instead of EffectSummon. HOWEVER, you will have NO control over the summoned creature - unless you dominated it (which has a hardcoded limit) and would have to use a DelayCommand to destroy it. All in all a messy workaround compared to loops (which are really an exploit as opposed to a fix).
               
               

               
            

Legacy_Pstemarie

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Hardcoded Summons
« Reply #5 on: August 11, 2010, 10:30:00 am »


               

ShaDoOoW wrote...

Homebrew topic LINK. Search for void MultisummonPreSummon(object oPC = OBJECT_SELF);


Played around with this a bit last night. Thanks ShaDoOoW for putting that up - very nice.