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*USE* the equiped weapon!! %&()·$=/)


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#1 Jewish

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Posted 30 September 2004 - 09:17 AM

I am a complete newb.
I am using Near Infinity
I wanted to give a weapon to a group of drows that use the same CRE file and were not using anything but their bare fists
I give them admantite shield, flail +3 and chain +3
They keep using their bare fists

Any clue why I am so newbie?
No seriously, I don't know what I'm doing wrong, but these guys just ignore the weapons.

#2 Stone Wolf

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Posted 30 September 2004 - 09:57 AM

I'm not sure how to do this withh NI, but with DLTCEP you could use the "selected slot" thing right next to the equipment list to choose which weapon slot the creature has equipped.

Alternately, you could script something in to make them change weapons, though this is a little more complicated than the first option. This is quoted directly from the IESDP:

IF
HasItem("Sw1h01",Myself)
!HasItemEquipedReal("Sw1h01",Myself)
THEN
RESPONSE #100
    Equip("Sw1h01",Myself)
END


Just replace "Sw1h01" with the weapon you want them to equip and you're good to go.

#3 SConrad

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Posted 30 September 2004 - 09:57 AM

Just above the bottom line in the edit-window in NI, there's a slot called "Weapon Slot Selected". Change that value to the weaponslot you want.

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#4 Jewish

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Posted 30 September 2004 - 10:13 AM

Just above the bottom line in the edit-window in NI, there's a slot called "Weapon Slot Selected". Change that value to the weaponslot you want.


This is what I have been trying, but no dice.

Item 0 | Item: DWCHAN01.ITM (Drow Elven Chain +3)
Item 1 | Item: DWBLUN01.ITM (Drow Flail +3)
Item 2 | Item: DWSHLD01.ITM (Drow Shield +3)

Weapon 1 | 1
Armor | 0
Shield | 2

Weapon Slot Selected | 1

This is what I have modified in the .CRE, but they use their fists and that's it.
I'm going to try with the script now, first time I touch a BCS tho.

#5 Jewish

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Posted 30 September 2004 - 10:44 AM

Nope, it does not work either. Tho I might be using wrong arguments in the Action.IDS,

like

EquipItem("DWBLUN01")

instead

Equip("DWBLUN01",Myself)

It does not recognize Equip in the ids, and complains that 'Myself' is too many arguments (S:Object*)

Does the weapon need to be identified? (I don't think so, but.... *shrugs*)

EDIT: You know what, these drows are seriously bugged, starting from their not working combat script and lack of weapons, and I obviously do not have the knowledge to fix them yet, I don't know why I even tried to mess with things that I do not understand.

I have a backup of their script, so I'll leave their sorry ass as it was before my newbie touch.
Thanks for trying to teach me something useful anyway, maybe next time I will have more luck.

Edited by Jewish, 30 September 2004 - 10:49 AM.


#6 Avenger_teambg

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Posted 30 September 2004 - 10:49 AM

Weapon slot selected should be 0, not 1.
Avenger

#7 Jewish

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Posted 30 September 2004 - 10:52 AM

Tried that before too, but did not work.

:(

#8 Stone Wolf

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Posted 30 September 2004 - 12:29 PM

You've tried it in DLTCEP?

#9 nethrin

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Posted 30 September 2004 - 02:45 PM

Thanks for this code.

I think it will work for Yasraena. See, we want to take Yasraena's undroppable weapons and upgrade them during the game. We're thinking of doing this, in the .dlg file of whomever makes her new weapons:

~TakePartyItem("FIREFLOW")DestroyItem("FIREFLOW")GiveItemCreate("FIREFLO1","Yasraena",0,0,0)~


Then in her YASRAENA.baf, we put this:

IF
HasItem("FIREFLO1",Myself)
!HasItemEquipedReal("FIREFLO1",Myself)
THEN
RESPONSE #100
Equip("FIREFLO1",Myself)
END



Now, help us out. There are TWO weapons we need to do this for: Fireflower & Ironkiss. We need to use this code, if it's even correct, for BOTH weapons, but how do we do it so that one is equipped in her main hand and the other is equipped in her off hand?
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#10 Sillara

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Posted 30 September 2004 - 08:38 PM

I read in IESDP that there was some doubt about that piece of code. It was rumored to destroy any item that was already in the quick-slot. Is that true? Was that ever confirmed?

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#11 Awake

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Posted 30 September 2004 - 08:46 PM

no, it doesn't destroy weapons, but they have to be in the quickslot.
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And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
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And the lamp-light o'er him streaming throws his shadow on the floor;
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#12 Stone Wolf

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Posted 30 September 2004 - 09:09 PM

I think the Equip command is broken unless the item in question is in a quickslot, in which case it should equip the weapon.

Oh, for the drow that won't use their weapons: Have you tried this command? [quote]EquipMostDamagingMelee()[/quote]

That should work too--of course the others things should have worked as well. Are you sure the weapon is usable by the Drow? Post the script you used to have them equip the weapon. Oh, do they have any other scripts attached? If so, post the names of those scripts here (assuming they're vanilla scripts).

As for creating a weapon in the off hand... Posted Image

You could use the command:

[quote]
TakeItemReplace(S:Give*,S:Take*,O:Object*)
[quote]

That should work, though I'm not sure if the item is always equipped. Sometimes the item goes into the slot, but does nothing. Try it, see how it goes.

I've lost track of this post, so I'm ending it here. ;)

#13 Awake

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Posted 30 September 2004 - 09:27 PM

according to IESDP it has to be a weapon. i'll go check again, but i'm pretty sure that's what it says...
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#14 Awake

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Posted 30 September 2004 - 09:30 PM

11 EquipItem(S:Object*)
Should equip the item, however I have not tried this action yet. I will test it in a script and update if it does not work.It is probably not a good idea to script this as it might destroy whatever else is presently equipped I will find out tonight and.


IF
HasItem("Sw1h01",Myself)
!HasItemEquipedReal("Sw1h01",Myself)
THEN
RESPONSE #100
    Equip("Sw1h01",Myself)
END


After testing I believe the Equip action is broken the above script does not work, I have also tried about 4 other scripts with no effect. I will test some more on this and post results if anyone else has more info please post.

UPDATE ON THE ACTION EQUIPITEM : It does work for weapons, you just need to have them in the quickslot to be equipped.


read that, and see if you get something different
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#15 Stone Wolf

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Posted 30 September 2004 - 09:34 PM

What has to be a weapon? For which command? I think I've managed to confuse myself totally with my last post. :wacko:

EDIT: Oh, that one? That's what I meant in my last post.

Edited by Stone Wolf, 30 September 2004 - 09:36 PM.


#16 Awake

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Posted 30 September 2004 - 09:38 PM

ah, alright. i'm getting totally confused here, and that's not good. so i think i'll settle w/ the question is answered for now...
Black Wyrm Forums host of the World Transition Project, Beastial Animations, and much more!

And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!


Like dealing with terrorists by giving them explosives. -NotMrT

If you don't know where you're going, any road will take you there.

#17 SConrad

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Posted 01 October 2004 - 01:06 AM

Scripting a creature to wield a weapon is overkill. It's not necessary.

Okay, give us some help. What kind of creature is it? What paperdoll? Does it support having weapons?

Is the weapon working? Have you tried the weapon with anyone in your party?

Is the custom-made weapon really in the override-folder?

And, if nothing else works, post the creature, and I'll take a look.

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#18 Jewish

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Posted 01 October 2004 - 02:07 AM

Interesting, one of my posts in this thread is gone.

Well I restored their original script and CRE, I did not want to mess with them anymore to be honest. Still I was frustrated because I could not manage what seemed to be the simplest of things, so I only hope to not find any other creature without weapons again.

Okay, give us some help. What kind of creature is it? What paperdoll? Does it support having weapons?


- It is a drow torturer, coded as fighter-mage, but it does not have any spells memorized (neither scripted).
- Paperdoll is a drow. I think all drows wear two-handed swords in their avatars, I could be mistaken tho.
- Support having weapons? I checked that the weapon could be used by his class, weapon restrictions, etc... aside that, no clue.


Is the custom-made weapon really in the override-folder?


Yes, it is in the override. I thought it was in the .ITM index, but I just made a search and it is in the override. I'm unsure of the reason.


And, if nothing else works, post the creature, and I'll take a look.


Thing is the creature is part of a mod, and I don't want to mess with someone's work like that, least when it could possibly be my fault (corrupted download, mod conflict, etc...).

I think this steps in the domain of the modder, so I'll try to find his forum and ask there.

Thanks for all the help tho, if someday I have a problem scripting anything of my own, I know where to ask.

#19 Sillara

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Posted 01 October 2004 - 03:03 AM

So, if I create an undroppable weapon, then it will be stuck in her inventory slot forever.

That is a Bad Thing.


So, is it possible to CREATE an item (using GiveItemCreate or a similar command) that is UNDROPPABLE--and therefore must appear in the appropriate weapon-slot?

If not, and that seems to be the case, I am thinking of checking out Chloe's coding for her weapons, then. I would rather have the weapons undroppable, though.

Is it possible?

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#20 Shed

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Posted 01 October 2004 - 03:33 AM

So, if I create an undroppable weapon, then it will be stuck in her inventory slot forever.

That is a Bad Thing.


So, is it possible to CREATE an item (using GiveItemCreate or a similar command) that is UNDROPPABLE--and therefore must appear in the appropriate weapon-slot?

If not, and that seems to be the case, I am thinking of checking out Chloe's coding for her weapons, then. I would rather have the weapons undroppable, though.

Is it possible?

Sillara

I am not quite sure what you are asking. Undroppable really means unmovable. It doesn't make equipping any easier. :mellow: