Difference between revisions of "Talk:Follower tutorial"

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(Handling followers more robustly)
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Just a few things
 
Just a few things
* I don't think the described behaviour is a bug in [[UT_HireFollower]](). It's documented that "This function will do nothing for plot followers". It was never intended for use with normal followers, and the code even checks the object tag against the single player campaign's companions. It'll fail to check against your own module's custom followers, though, so it'll do something, but that something isn't what you want either.
+
* I don't think the described behaviour is a bug in [[UT_HireFollower]](). It's documented that "This function will do nothing for plot followers". It was never intended for use with normal followers, and the code even checks the object tag against the single player campaign's companions. It'll fail to check against your own module's custom followers, though, so it'll do something, but that something isn't always what you want either.
  
 
* Plot script gen00pt_party.nss and party_h have some plot-companion handling functions. I wouldn't really give it a short treatment at the bottom under "Advanced Follower Creation" if it's a solid approach. See things like Party_GetFollowerByTag in party_h with an interesting function and comment:
 
* Plot script gen00pt_party.nss and party_h have some plot-companion handling functions. I wouldn't really give it a short treatment at the bottom under "Advanced Follower Creation" if it's a solid approach. See things like Party_GetFollowerByTag in party_h with an interesting function and comment:

Revision as of 18:01, 1 January 2011

Handling followers more robustly

Just a few things

  • I don't think the described behaviour is a bug in UT_HireFollower(). It's documented that "This function will do nothing for plot followers". It was never intended for use with normal followers, and the code even checks the object tag against the single player campaign's companions. It'll fail to check against your own module's custom followers, though, so it'll do something, but that something isn't always what you want either.
  • Plot script gen00pt_party.nss and party_h have some plot-companion handling functions. I wouldn't really give it a short treatment at the bottom under "Advanced Follower Creation" if it's a solid approach. See things like Party_GetFollowerByTag in party_h with an interesting function and comment:
object Party_GetFollowerByTag(string sTag)
{
    // We have to retrieve the follower like this. Trying to do it with
    // GetObjectByTag proved to mess up lots of stuff. -- yaron.
    object [] arParty = GetPartyPoolList();
    int i;
    int nSize = GetArraySize(arParty);
    object oCurrent;
    for(i = 0; i < nSize; i++)
    {
        oCurrent = arParty[i];
        if(GetTag(oCurrent) == sTag)
            return oCurrent;
    }
 
    return UT_GetNearestObjectByTag(GetMainControlled(), sTag, TRUE);
  • It's probably worth going through those scripts and adapting them for general tutorial use. That way we can benefit from whatever gotchas have already been solved.

--FollowTheGourd 17:52, 1 January 2011 (UTC)

great tutorial. my only problem is: my companion, Erik has different skills and doesn't seem to follow his autolevel template. --Mono0x32440 17:46, 25 February 2010 (UTC)

Follower's Portrait

I cannot figure out how to change the default grey backgrounded portrait for the new followers. It would be nice to have pose and background options.

Dog equipment slots

Mention should be made of the fact that a dog follower needs to have the appropriate equipment slot mask. I will make the addition to the text if no-one has any objections/suggestions in a couple of days. --Gaxkang55 09:38, 21 October 2010 (UTC)