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D'jinni "Ask Your Question" Topic

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T

thilnen

Forum veteran
#41
Jul 11, 2008
If you want your spawnset to appear in the game, you have to activate it. There is a tutorial about it here: http://djinni.wikia.com/wiki/Activating_a_spawnset.If the NPC doesn't fight back, maybe you didn't give him any weapon or he doesn't have abilities to fight.
 
A

ailinon

Senior user
#42
Jul 21, 2008
... Or, their abilities don't match their weapons.What's needed for a character/monster to fight properly, is:1. At least one fighting style (these require appropriate weapons - it takes a dagger to use dagger styles),2. A weapon (either in the hand or in the inventory, characters automatically equip carried weapons),3. Proper behaviour profile (especially Behaviour set to anything but Coward).4. Optional for testing, but ultimately required - fighting animations (not all models have all animations - you may have to hack some .mdb files, if you really need to let a child wield a 2-handed sword),If anything of these fails, the game's AI system forces the character to use IGNORE_ME and IGNORE_ALL profiles, essentially excluding the character from combat.
 
G

Gamewidow

Forum veteran
#43
Jul 21, 2008
Thank you! that is very useful and specific information. Just the stuff i need ;D :wave:
 
V

vaernus

Senior user
#44
Jul 21, 2008
I'd like to point one other crucial step. If you set their "script set" to custom, monsters will stand around. It must be set to default, or you need to create script in custom to make all creatures react properly. You can find all the default scripts in the Price of Neutrality. They are named with the def_ syntax. But they allow you to override the normal default scripts.
 
G

Gamewidow

Forum veteran
#45
Jul 21, 2008
Thanks Vaernus :) ... I need ALL the help I can get !
 
T

theorak

Senior user
#46
Nov 19, 2008
i think this ask is stupid, but I don´t find anythig about in search or djinni-wiki!How can I edit the main charakters stats, items, armor?
 
G

Gamewidow

Forum veteran
#47
Nov 19, 2008
do you mean for gameplay ? if so that's a save game editor sort of thingor do you mean when creating new pcs with a mod of your own ?
 
T

theorak

Senior user
#48
Nov 20, 2008
No, I want to do the same like in the official quests, give some talents, add food/alk and give a better armor.So Geralt is starting in front of a fireplace in my module and can skill for begin.
 
U

username_17

Forum veteran
#49
Nov 20, 2008
If you want to give Geralt some other weapons, abilities or else, you have to script it in the beginning script, that is called in your module.For example: Geralt should have another armor when starting...you have to add this lines to a script
Code:
void main(){	object oPC = GetFirstPC();		// setting up Geralts inventory and abilities		DestroyObject(GetItemPossessedBy(oPC, "it_witcharm_001"));		CreateItemOnObject("m0_it_witcharm04", oPC, 1);}
This will change the first armor Geralt is normally wearing into a nice black one.This script has to be set in the module or area properties. (Edit: it's not the full script, if you need a complete script, just scream and I can post it here)
 
C

Corylea.723

Ex-moderator
#50
Nov 20, 2008
Theorak said:
No, I want to do the same like in the official quests, give some talents, add food/alk and give a better armor.So Geralt is starting in front of a fireplace in my module and can skill for begin.
Click to expand...
You can open other modules in Djinni and look at what their initial scripts are. There's a lot of information to be gleaned from looking over m1, m2, deception, and so on!Also, there's a tutorial on the Djinni Wiki that talks about setting initial equipment and abilities; you can find it here: http://djinni.wikia.com/wiki/Scripting_Practices
 
U

username_2073076

Senior user
#51
Feb 6, 2009
solved
 
B

balianor

Senior user
#52
Feb 7, 2009
Hi, can i play with MOD(like the wedding, deception etc...) with Italian Lenguage Pack or i nedd the English Lenguage pack?
 
U

username_2073076

Senior user
#53
Feb 7, 2009
I have a problem with my spawn set. Everything is working fine apart from the animation at the action point.The NPC spawns, walks to action point but does not execute action. I have added the action to execute to the action point. All my settings in spawn set are the same as I would use for my story NPC entries and they work perfectly.Does anyone know what I might be doing wrong?
 
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