Author Topic: Help with making henchmen able to be raised.  (Read 351 times)

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« on: May 21, 2011, 06:48:13 pm »


               I can't seem to make the henchmen rezzable. Here is the OnDeath script I am working with:

// NPC Death
//:://///////////////////////////////////////////////

void VFXAndDestroyIfStillDead()
{ SetIsDestroyable( TRUE);              // make him destroyable again.
  if( !GetIsDead( OBJECT_SELF)) return; // he was rezzed -- do nothing.

  ApplyEffectToObject( DURATION_TYPE_INSTANT, EffectVisualEffect( VFX_FNF_DISPEL), OBJECT_SELF);
  DestroyObject( OBJECT_SELF, 3.0);
}


void main()
{ SetIsDestroyable( FALSE);                         // keeps the guy from fading away and makes him rezzable.
  DelayCommand( 150.0, VFXAndDestroyIfStillDead()); // applies a visual effect and kills the corpse 150 seconds after script ends if it is still dead.
}

How can this be fixed to work? Thanks.
               
               

               
            

Legacy_Lightfoot8

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Help with making henchmen able to be raised.
« Reply #1 on: May 21, 2011, 07:42:54 pm »


               The only problem I see is that you are not making the corpse selectable.

Change
SetIsDestroyable( FALSE);

To
SetIsDestroyable( FALSE,TURE,TRUE);
               
               

               


                     Modifié par Lightfoot8, 21 mai 2011 - 11:29 .
                     
                  


            

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« Reply #2 on: May 21, 2011, 09:08:25 pm »


               I've tried several things, including making the script change. I made the henchmen lootable and placed a droppable trinket on the henchmen. Still nothing is working.
               
               

               
            

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« Reply #3 on: May 21, 2011, 09:09:43 pm »


               
               
               

               


                     Modifié par Warington Admin, 21 mai 2011 - 08:19 .
                     
                  


            

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« Reply #4 on: May 21, 2011, 09:19:13 pm »


               
               
               

               


                     Modifié par Warington Admin, 21 mai 2011 - 08:20 .
                     
                  


            

Legacy_Lightfoot8

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Help with making henchmen able to be raised.
« Reply #5 on: May 21, 2011, 09:28:55 pm »


               hmm,  I placed your script in the OnDeath of a NPC. Killed it and was able to raise it.    

So the Question is are you modifing the correct script.   When a NPC becomes a henchman I think( I am not sure. I have not messed with henchman that much) they change to a dominated state.  This means that they will run the Event scripts from statescripts.2da reguardless of the event scripts they started with.  I guess this could be dependent on the method you are useing to add him as a henchman.   I guess the next step would be to make sure the script you think is firing on death is truly the one firing.   The henchman/dominated default script for OnDeath is NW_CH_AC7
               
               

               
            

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« Reply #6 on: May 21, 2011, 10:57:02 pm »


               nw_ch_ac7 script works but, when the henchmen is rezzed it is set to plot.
               
               

               
            

Legacy_Lightfoot8

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Help with making henchmen able to be raised.
« Reply #7 on: May 22, 2011, 02:46:04 pm »


               I have not ben able to duplicate  the NPC becoming plot after being raised.  I can only guess that is is being caused by a custom system added to your module.
               
               

               
            

Legacy_Warington Admin

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Help with making henchmen able to be raised.
« Reply #8 on: May 22, 2011, 03:53:03 pm »


               I figured it out. The henchmen default x2_hen_death script works. Thanks for your help Lightfoot.