Difference between revisions of "Make character disappear"
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Sure; I'd like to know. If it doesn't work, I'll pull this off the solutions category until we know why that is, but this is a simplified version of what I'm doing in my own work, so I don't suspect you'll have any problem. One caveat I discovered, though. It may not happen on all video cards, but if you hit saa 0 while the shader effect is active, you'll get a strange flash on the NPC. So - make sure the settings in your shader object cut off sharply - and be sure that the effect is entirely dead before you hit saa 0 and disable the NPC. Good Luck. [[User:JBurgess|JBurgess]] 23:24, 14 April 2006 (EDT) | Sure; I'd like to know. If it doesn't work, I'll pull this off the solutions category until we know why that is, but this is a simplified version of what I'm doing in my own work, so I don't suspect you'll have any problem. One caveat I discovered, though. It may not happen on all video cards, but if you hit saa 0 while the shader effect is active, you'll get a strange flash on the NPC. So - make sure the settings in your shader object cut off sharply - and be sure that the effect is entirely dead before you hit saa 0 and disable the NPC. Good Luck. [[User:JBurgess|JBurgess]] 23:24, 14 April 2006 (EDT) | ||
==...== | ==Still...== | ||
I was able to test the script today and it didn't work, not totaly at least. The NCP is disabled at when fadder is at 0, but he isn't fading away even though the GhostEffedt is removed when he dies... I don't get it does my short fariable "dead" must be a flag?? and if it does how do flag works?? | I was able to test the script today and it didn't work, not totaly at least. The NCP is disabled at when fadder is at 0, but he isn't fading away even though the GhostEffedt is removed when he dies... I don't get it does my short fariable "dead" must be a flag?? and if it does how do flag works?? | ||
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end gamemode | end gamemode | ||
</pre> | </pre> | ||
--[[User:Hawkes|Hawkes]] | |||
Seems a bit simpler, but that may just be that it feels closer to the coding style I'm used to. | Seems a bit simpler, but that may just be that it feels closer to the coding style I'm used to. |
Revision as of 12:46, 19 April 2006
Question
I'm trying to have a NPC dissapear when he dies with the SetActorAlpha fonction but it does not seem to work is there or another way? or can someone tell me what is wrong with the script?
Discussion
Several things are "wrong"
- OnDeath runs only once.
- timer is not set to 0 (or declared)
- GetSecondsPassed is a float and contains the seconds passed since last frame typically something like '.03' on my box.
- not wrong, but should use if/elseif/elseif/... instead of many if commands
Something with a ref (set to dead actor in onDead) and GameMode that has the logic below but rewritten to use float (e.g. <= 1 instead of == 1) and to only run once.
begin OnDeath set timer to timer + GetSecondsPassed if timer == 1 saa 0.45 endif if timer == 2 saa 0.40 endif if timer == 3 saa 0.35 Message " As Fiy Rein's ghost disapears before you, you hear his voice in your head : 'Congratulations, you shall now bear my curse...' ", 12 endif if timer == 4 saa 0.30 endif if timer == 5 saa 0.25 endif if timer == 6 saa 0.20 endif if timer == 7 saa 0.15 endif if timer == 8 saa 0.10 endif if timer ==9 saa 0.5 endif if timer == 10 saa 0.0 endif if timer == 11 PlaceAtMe zzreinbrace Player.AddSpell zzreinsab ForceWeather Clear ReleaseWeatherOverride Disable zzFiyRein endif end
--Hawkes 13:07, 12 April 2006 (EDT)
Solution
I just happened to be doing this exact thing for something I'm working on right now. Here's how I'm handling it. Good Luck. JBurgess 14:45, 13 April 2006 (EDT)
scn FadingNPCscript short onDeathFlag short Fader begin onLoad set Fader to 1 ; initialize our variable here end begin onDeath set FadeFlag to 1 ; activate gameMode loop sms shaderEffect ; turn off shaders which may conflict with saa end begin gameMode if FadeFlag == 1 ; only passes after death saa 1 ; set actor alpha to 100% - "just in case" if Fader > 0 ; because we set it to 1 in onLoad, this will pass set Fader to (Fader - 0.05) ; Decrement our var by 0.05 saa Fader ; and use that var for our actor alpha elseif Fader <= 0 ; When invisible, let's clean up set FadeFlag to 0 disable ; disable the dead/invisible NPC endif endif end
Yeah, well I kept working on it after I posted and I had resolved some things, like the OnDeath thing and the multiple ifs. Also when I posted my problem, I hadn't pasted all my script, I'll remember to paste averything next time ;p. Right now everything works except the alpha, it seems its because of the ghost effect on the NPC (unpasted part). I'll try your script and keep you informed... if you want.
Sure; I'd like to know. If it doesn't work, I'll pull this off the solutions category until we know why that is, but this is a simplified version of what I'm doing in my own work, so I don't suspect you'll have any problem. One caveat I discovered, though. It may not happen on all video cards, but if you hit saa 0 while the shader effect is active, you'll get a strange flash on the NPC. So - make sure the settings in your shader object cut off sharply - and be sure that the effect is entirely dead before you hit saa 0 and disable the NPC. Good Luck. JBurgess 23:24, 14 April 2006 (EDT)
Still...
I was able to test the script today and it didn't work, not totaly at least. The NCP is disabled at when fadder is at 0, but he isn't fading away even though the GhostEffedt is removed when he dies... I don't get it does my short fariable "dead" must be a flag?? and if it does how do flag works??
scn zzReinScript short dead short fader short said begin OnLoad saa 0.50 set fader to 0.50 set said to 0 pms GhostEffect end begin OnDeath set dead to 1 ;starts fading sms GhostEffect ;stops the visual effect that might interfer with the saa end begin GameMode if dead == 1 if fader > 0 set fader to ( fader - 0.05 ) saa fader if fader <= 0.35 && said == 0 Message " As Fiy Rein's ghost disapears before you, you hear his voice in your head : 'Congratulations, you shall now bear my curse...' ", 7 set said to 1 endif elseif fader <= 0 set dead to 2 ; go to "reward" endif elseif dead == 2 Disable zzFiyRein ;Disable zzreinblade ;In case he droped it Player.AddItem zzreincoif, 1 Player.AddSpell zzreinsab ForceWeather Clear ;since Fiy died the storm is over ReleaseWeatherOverride ;In case the OverrideFlag from the scroll script still takes effect set dead to 3 ;break condition endif end
Another
I just do this.
float alpha short flag begin onload set alpha to 1 end onload begin ondeath set flag to 1 end ondeath begin gamemode if ( flag == 1 ) if ( alpha > 0 ) set alpha to ( alpha - getsecondspassed ) saa alpha else disable set flag to 0 endif end gamemode
--Hawkes
Seems a bit simpler, but that may just be that it feels closer to the coding style I'm used to. --Kab 09:12, 16 April 2006 (EDT)