Author Topic: Head scratcher with ActionForceFollowObject  (Read 468 times)

Legacy_MrZork

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Head scratcher with ActionForceFollowObject
« Reply #15 on: January 19, 2015, 05:39:06 pm »


               

Sorry, I haven't been able to look at this over the weekend (and I probably won't again for several more days). But, what I meant was to use the JumpToLocation() command in the heartbeat. That is, something like the following pseudocode


 


    If the guard and the arrestee are still defined and that the arrestee is still arrested:


        Get the locations of the guard and the arrestee and their areas.


        If the areas of the guard and the arrestee are not the same and that the arrestee's area is valid (he's not transitioning):


            Make the arrestee commandable


            Clear the arrestee's actions


            Call AssignCommand(oCriminalScum, JumpToLocation(locGuard))


            Put the arrestee back into follow mode. (Possibly, this should be done with DelayCommand to allow the area transition.)


            Make the arrestee uncommandable.



               
               

               
            

Legacy_Indigo

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Head scratcher with ActionForceFollowObject
« Reply #16 on: January 27, 2015, 01:22:06 pm »


               

Sorry I haven't been able to get back to you on this. Had another problem that I had to deal with, but it's been smited. xD


 


That's how I was trying to do it, but it wouldn't carry over through to the next area (ie, they'd make it through the transition, but the effects wouldn't carry over at all). Other portions didn't want to compile. So I'm pretty sure it's my scripts that are botched (the ones I posted, as well as the others I had tossed). I can try it again using your method, but I don't have much time as of late I'm afraid, since the server's already launched and I've moved onto outdated scripts that needs a bit of revamping (spells, scrying, resting, certain subraces, etc). 



               
               

               
            

Legacy_Shadooow

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Head scratcher with ActionForceFollowObject
« Reply #17 on: January 29, 2015, 06:53:40 am »


               

I wasnt watching this thread much but to solve your problem, dont make your animal an associate, keep him neutral so its not in PC party then script his movement/AI from scratch.



               
               

               
            

Legacy_Indigo

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Head scratcher with ActionForceFollowObject
« Reply #18 on: January 29, 2015, 01:31:25 pm »


               


I wasnt watching this thread much but to solve your problem, dont make your animal an associate, keep him neutral so its not in PC party then script his movement/AI from scratch.




 


Both characters are PCs. I dun think I can script PC AI. '<img'> Unless I'm misunderstanding, of course. '<img'>