Author Topic: Surrender script?  (Read 1094 times)

Legacy_Lightfoot8

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Surrender script?
« Reply #15 on: July 27, 2011, 06:54:14 pm »


               

henesua wrote...

FYI - this seems to work with one enemy present


SetCommandable(TRUE, oPC);
SetCommandable(TRUE, oEnemy);
AssignCommand(oPC, ClearAllActions(TRUE));
SetIsTemporaryFriend(oEnemy, oPC, TRUE, fTime);
AssignCommand(oEnemy, ClearAllActions(TRUE));
SetIsTemporaryFriend(oPC, oEnemy, TRUE, fTime);


But the full function is failing, and I can't find the error.

http://pastebin.com/Dxx3V5ST


There are a couple of errors in your script.  mainly around the ++ operator.

Line34: if (++x==max) break;

should be: if (x++ ==max) break;
make sure you have a space between the ++ and ==.  it is not need in this case but does help advoid anbiguity.  

You have the same problem on lines: 64, 67 and 77, with the ++ operator on the wrong side of the var you are trying to increase.  

...
As to the use of GetNearestEnemy vs GetNearestCreature, I see the use of GetNearestCreature easier to use in this case just because you are not changing the state of the object being a creature or not in the script.  The script is however changing there state of being an enemy or not.  Sometimes it is hard to tell if changes like this take place while the script is running or wait untill after the script is finished to take effect.  Therefore the loop through the creatures is more strightforward then the loop through enemies.
               
               

               
            

Legacy_Lightfoot8

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Surrender script?
« Reply #16 on: July 27, 2011, 07:07:58 pm »


               

GhostOfGod wrote...

Honestly, I just didn't know there was a "GetNearestEnemy" function. I've never used it. I just tried to look for it in nw_i0_generic and can't find it though it is on the list of functions.



It is in:    X0_I0_ENEMY

it is in the lower branches of the nw_i0_generic includes.  here is the include path from there. 

"nw_i0_generic" > "x0_i0_anims">"x0_i0_walkway">"x0_i0_spawncond">"x0_i0_combat"> "x0_i0_talent"> "x0_inc_generic"> "x0_i0_equip">" x0_i0_enemy"
               
               

               


                     Modifié par Lightfoot8, 27 juillet 2011 - 06:09 .
                     
                  


            

Legacy_GhostOfGod

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Surrender script?
« Reply #17 on: July 27, 2011, 07:20:48 pm »


               

Lightfoot8 wrote...

GhostOfGod wrote...

Honestly, I just didn't know there was a "GetNearestEnemy" function. I've never used it. I just tried to look for it in nw_i0_generic and can't find it though it is on the list of functions.



It is in:    X0_I0_ENEMY

it is in the lower branches of the nw_i0_generic includes.  here is the include path from there. 

"nw_i0_generic" > "x0_i0_anims">"x0_i0_walkway">"x0_i0_spawncond">"x0_i0_combat"> "x0_i0_talent"> "x0_inc_generic"> "x0_i0_equip">" x0_i0_enemy"


Ah ha! Thanks L8.
               
               

               
            

Legacy_henesua

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Surrender script?
« Reply #18 on: July 27, 2011, 08:31:07 pm »


               Lightfoot, putting the ++ operator on the left side of a variable in an expression increments the variable before the expression is evaluated. Putting it on the right increments after the expression is evaluated.

that said I have not tested to see whether NWN operates this way. Typically however this is how it works in other C flavors.

Thanks for the word on GetNearest Enemies... I'll get to work on that.
               
               

               
            

Legacy_Lightfoot8

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Surrender script?
« Reply #19 on: July 27, 2011, 09:19:10 pm »


               

henesua wrote...

Lightfoot, putting the ++ operator on the left side of a variable in an expression increments the variable before the expression is evaluated. Putting it on the right increments after the expression is evaluated.

that said I have not tested to see whether NWN operates this way. Typically however this is how it works in other C flavors.


I Just tested it in NWScript.  You are correct I does work that way.   Thanks,  for the lesson.    
               
               

               
            

Legacy_henesua

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Surrender script?
« Reply #20 on: July 28, 2011, 12:56:49 am »


               Not a problem. You've given me many more. Thanks for your frequent input.
               
               

               
            

Legacy_henesua

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« Reply #21 on: July 29, 2011, 02:58:18 am »


               The critical difference between our scripts turned out to be that I am using the decay property of the SetIsTemporaryFriend function.

As soon as I increased the time of "friendship" that I was sending to the function, it successfully stopped combat. The problem is in that you need to give more time for "friendship" than you actually get. This is due to the way the friendship decays. It appears to decay from the moment it is adjusted, rather than after the time delay you give for friendship.

Also GetNearestEnemy works.

[EDIT]
Nevermind... I found some weirdness. (1) I SetIsTemporaryFriend twice on oEnemy which seemed to cause problems. and (2) the loop was ending early.

Both of these are fixed and now "friendship" appears to be decaying properly.
               
               

               


                     Modifié par henesua, 29 juillet 2011 - 04:15 .
                     
                  


            

Legacy_henesua

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Surrender script?
« Reply #22 on: July 29, 2011, 05:48:06 am »


                I fixed my stop combat function. It no longer skips creatures nor does it SetIsTemporaryFriend more than once on a creature. With these fixes it does exactly what i wanted: to stop combat, but with a limited duration on the faction change. Only creatures within 10 meters are affected. You can also limit the function to only stopping combat for one specific enemy of a given PC.

***EDIT***  removed MULTIPLAYER constant so that this functions for other people than myself
http://pastebin.com/pytSBPmE


void StopCombat(object oPC1, object oEnemy, int nRounds, int bAll = FALSE)
{
    float fTime  = RoundsToSeconds(nRounds);

    int x   = 1; // iterations of combatant loop
    int y   = 0; // iterations of pc loop
    int z; // iterations of associate type
    int max = x+50; // maximum combatants of each character to neutralize

    object oPC  = GetFirstFactionMember(oPC1); // get first member of party
    object oNPC; // associates of oPC
    object oCombatant; // additional enemies of oPC or oNPC

    while (GetIsObjectValid(oPC))
    {
        // targeted enemy of PC
        SetCommandable(TRUE, oPC);
        SetCommandable(TRUE, oEnemy);
        AssignCommand(oPC, ClearAllActions(TRUE));
        AssignCommand(oEnemy, ClearAllActions(TRUE));
        SetIsTemporaryFriend(oPC, oEnemy, TRUE, fTime);
        SetLocalInt(oEnemy, "STOPPED_COMBAT", TRUE);
        DelayCommand(1.0, DeleteLocalInt(oEnemy, "STOPPED_COMBAT"));
        if (bAll)
        {
          // next loop through all remaining enemies of oPC
          x = 1;
          oCombatant   = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oPC, x);
          while (GetIsObjectValid(oCombatant) && x < max)
          {
            if (!GetLocalInt(oCombatant, "STOPPED_COMBAT") && GetDistanceBetween(oPC, oCombatant) <= 20.0)
            {
                SetLocalInt(oCombatant, "STOPPED_COMBAT", TRUE);
                DelayCommand(1.0, DeleteLocalInt(oCombatant, "STOPPED_COMBAT"));
                SetCommandable(TRUE, oCombatant);
                if(GetIsInCombat(oCombatant))
                    AssignCommand(oCombatant, ClearAllActions(TRUE));
                SetIsTemporaryFriend(oPC, oCombatant, TRUE, fTime);
            }
            oCombatant   = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oPC, ++x);
          }
        }

        // loop through all Associates of oPC
        for (z = 1; z <= 5; z ++)
        {
            int w = 1;
            oNPC = GetAssociate(z, oPC, w);
            while (GetIsObjectValid(oNPC))
            {
                // first enemy of NPC
                SetCommandable(TRUE, oNPC);
                AssignCommand(oNPC, ClearAllActions(TRUE));
                AssignCommand(oEnemy, ClearAllActions(TRUE));
                SetIsTemporaryFriend(oEnemy, oNPC, TRUE, fTime);
                SetIsTemporaryFriend(oNPC, oEnemy, TRUE, fTime);
                if(bAll)
                { // next loop through all remaining enemies of NPC
                    x = 1;
                    oCombatant = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oNPC, x);
                    while (GetIsObjectValid(oCombatant) && x < max)
                    {

                        if (!GetLocalInt(oCombatant, "STOPPED_COMBAT") && GetDistanceBetween(oPC, oCombatant) <= 20.0)
                        {
                            SetLocalInt(oCombatant, "STOPPED_COMBAT", TRUE);
                            DelayCommand(1.0, DeleteLocalInt(oCombatant, "STOPPED_COMBAT"));
                            SetCommandable(TRUE, oCombatant);
                            if(GetIsInCombat(oCombatant))
                                AssignCommand(oCombatant, ClearAllActions(TRUE));
                            SetIsTemporaryFriend(oCombatant, oNPC, TRUE, fTime);
                            SetIsTemporaryFriend(oNPC, oCombatant, TRUE, fTime);
                        }
                        oCombatant   = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oPC, ++x);
                    }
                }
                oNPC = GetAssociate(z, oPC, ++w);
            }
        }
        // Get Next PC Party Member
        oPC = GetNextFactionMember(oPC1);
    } // loop through PC party members
}

               
               

               


                     Modifié par henesua, 29 juillet 2011 - 05:47 .