The demo of my horse method. The support for horses for characters created prior to 1.69 into the onclient enter has been added. Added a check to delete pipes variable to counteract the auto onacquire setting of the variable. Added the horse delete lines to the respawn script to prevent respawn while mounted. Added in a delete mounted conditions for Inns on enter or other buildings to insure that a horseless player can summon their horse again. This was due to a rare condition where the PC had summoned their horse into a combat, not a good idea, where they were considered mounted and the horse dies. You will have to enter an Inn or other building with the horseinnenter script to summon a horse again.
This is a demonstration of the Horse Call Method I use in my pw
'Orilion Nights.'
WARNING: Do not use party mount/dismount with this method.
The method has two distinct parts one is the horse pipes item which calls your horse, the second part contains the additional scripts: horse bolt, horse dismounted, horse noenter, anything with horse in it. There are also slight alterations to x3_s3_module hb script which calls the horse bolt if the PC is in combat. I designed this for individual mount and dismount animations. If you want to use party mount/dismount you will have to alter the appropriate scripts.
The pipes themselves are an expedient means for dealing with horses. You simply activate the item by clicking on yourself or on the ground nearby. At that point your horse appears and you run to it and auto-mount, if your horse is called when hostiles are around and it engages them, you will have to dispatch them before you can mount using the single mount button. Bioware does not allow mounting when either horse are rider are flagged as in combat. When you are done riding you simply dismount and dismiss your horse by using the pipes again. The horse then runs off and disappears.
If a player leaves the game mounted, say as a result of a crash, or intentionally he will be auto-dismounted on re-entry to the world and character appearance will be changed to default. Also the horse data base objects local will be deleted.
If a character leaves the campaign unmounted their horse will still be there, the horse will remain in game. So it is best to dismiss your horse prior to leaving the game. I think there is a Bioware script that deals with riderless, masterless horses. I may add in a check for that too, at some point. This would entail adding an additional hb check for delinquent horses though so I am adamant to do so.
Currently players may soon realize that it is a bad idea to leave their horses around, this is due to the fact that the horse call script has a line that will prevent horse creation if they currently have a horse in play. For instance player enters a dungeon at point A leaving their horse behind, then emerges at point B calling for another horse, this will not work since they have a horse in play. They will have to return to point A to reclaim their horse. Your horse automatically loses it's henchman status when you enter an underground, internal area, which is a feature set in the local variables. i.e. no underground or internal mounts.
Other features such as back packs, stables, hitching posts, etc... are left up to the individual builders. I also include a horse database object to keep track of whether the PC is mounted or not. Mainly this is for pw's but it can be useful for other modules too. You can use any item you wish to store the local MountI but you will have to change the horse scripts accordingly.
You can also add additional restrictions to the horse call item for level in the script body itself, along with the fact that you can limit the item's usage in the normal properties of the item.
(For example you may decide that a player must be at least 20th level and Evil to call a nightmare.)
The second feature: the horse bolt and dismount scripts, can be used separately, or as a feature of this method. These are added to give additional realism to mounted combat. If you are a poor rider you should have some difficulty controlling a horse in combat. Once your ridership has reached a certain level,
(16 in this demo), or you have mounted combat, these features will not affect you negatively. Depending on your facility with horses, riding skill, and animal empathy included for melee combat you will various results in combat.
Your horse may bolt, run off a short distance when using a ranged weapon, or you may get thrown off your horse in melee if your riding skill is poor, say below 5. With a medium skill you will have fewer negative results.
These numbers can be changed within the horse bolt script for specific campaigns. I strongly advise that you limit riding bonus items in your campaign, or the point of getting people to take riding skill will be wasted.
If you are going into a dungeon, or some other area where you may be away from your horse for some time, I suggest you dismount and dismiss your horse first. If you are just dropping into a store for a few minutes you can just run in, and rely on the Bioware auto-dismount feature, or use the standard dismount, leaving your horse outside for a brief time. The stabling fees are added to represent the money to maintain a horse: stabling, feed, smithy, and tack/barding repair.
The module scripts are just the elements you need for this method to work, you will want to incorporate them into your existing module onclient enter, on module load, module hb,since these scripts vary greatly from module to module, you will need to add in the needed lines to those scripts.
Updated so that you may only have one set of pipes on your character at one time, or they will not work. If you have more than one set you must drop one set for item to work. This means the item does not have to be marked as undroppable. It can now be sold, stolen, dropped or traded.
(for purposes of the demo the item is plot).
Thanks to Bioware,Proleric, et al who did such a tremendous job with the horse scripts. You may also want to check out The Krit's alternative horse scripts.
Thanks ffbj this is pretty good IMHO for those able to use it elsewhere.
Thanks for your idea about paladin. In fact I don't even need to create an item. I just tested that if I import a paladin (or anything) in Souricette's "NWN Tool" I can simply add the proper (summon mount) feat and export the char.
No such luck though for a blackguard but may be I could try Ollebroc's "Blackguard Summoned Horse".
It is true though that out of the box without any toolset access these scripts won't give a paladin or blackguard, pre 1.69 the ability to summon a special mount. Sorry but that was beyond the scope of this method. Though the assumption that the end user would have access to the toolset is implied by the nature of the vault scripting section.
I sort of back-handedly referred to that in the line where I say you can create a specific item that summons a nightmare for instance.
Then you just limit that item to Blackguard only of certain level. Same for the Paladin. This would be one way to give those special mounts to characters created prior to 1.69.
The addtion of horse riding is what is given not the feat to summon special mounts retroactively before horses where created. i.e prior to 1.69. Good point, though I did not think about it too much once I determined that through the special item you can easily add any restrictions to the item in the toolset for special mounts.
1. "The support for horses for characters created prior to 1.69 into the onclient enter has been added." Good but apparently the module does not support paladin (or even better blackguards) created prior to 1.69 and I was looking for something that could allow me to play without having to de-level and re-level from 30 or so down to 5 and back up or use some LETO related trick that could possibly make a character illegal.
2. Unless there is something that could be used as override the features could not be used as is in the OC for instance. One would need to know how to import the scripts and have a toolset to play with (not the case for us Linux/Mac users).
Added lines in the respawn to remove the horse if you die on horseback and then repawn. Added in a script for Inns, stables, buildings, where if the mounted condition is set, that is the game thinks you are on horseback that will be deleted. This way you can summon your horse again. Only occured if you called your horse into a combat and it died prior to you actually mounting it.
This was actually a CEP problem with them having the horse phenotypes in the wrong place. Heard about it in the latest podcast. So it should be fixed in the latest CEP update.
You also need to create the item in the Toolset databaseh. You can use any other database item which you may already have in your campaign, but then you will have to alter the name within the various scripts that refer to it, all the horsescripts.
This item, as I said, keeps track of whether a PC is mounted or not, without it the system will not work properly. Hope this helps.
These are the specific lines in on client enter I refer too above:
HorseIfNotDefaultAppearanceChange(oPC);
if (GetCreatureTailType(oPC) == 0)
{
SetCreatureTailType(14, oPC);
}
if (GetLocalInt(oDatabase, "MountI") > 0)
{
HorseDismount(TRUE, TRUE);
HorseRemoveOwner(oHorse);
DeleteLocalInt(oDatabase,"MountI");
//delete and dismount
DestroyObject(oHorse, 1.0f);
}
What these do if revert the PC appearance to default if they are not so, i.e. mounted on a horse. The second part dismounts the PC and destroys the horse object. Make sure you have the database object on the pc's since it is used to keep track of current status, mounted/unmounted of the PC.
I am not sure exactly what your question is. Is it that when you use this system combined with the CEP that people who log off on their horse log back in on their horse? I did address that problem with the standard scripts, no hak paks. Now with the CEP it may be that the horses are not the standard models. If you just dl the module and play it set up as a server you will see that logging off on horseback and returning you will be dismounted. The specific problem you are having does have a solution though, which you can see in on client enter portion of the scripts.
hi I am not sure if your script will work for me
I am using cep2.2c I have a problem one of the players on my server log off on his horse. when he log on the horse became part of his char how can IU stop this from happening again.
Posted by Fleshmelter at 2009-02-17 10:53:04 Voted 9.75 on 02/17/09
It works wonderfully, jolly good show! _________________________ PW Action Server:
| Chaosgate |
Yeah, I think I get what you are saying. I put in the description from the module in the space above, so now people should have a pretty good idea of what it is. I think sometimes I tend to assume a bit too much about what people may or may not understand.
Thanks.
Continuing: (This might be a better way to explain my point.)
Put yourself in the mindset of someone who might want to use this. Let's say you're putting together a module, and are scouring the Vault looking for tools to save you time. You come across something described as "This is a demo of my method." What do you do?
Each person reacts differently, but if it was me doing the scouring, I would see nothing informative in that description and probably close the window before noticing if there are any pictures, much less noticing that one of the comments links to a demo movie. After all, the point is to save time, and you don't do that if you spend 15 minutes on every entry in the Vault. You can expect others to jump through your hoops to discover what you have accomplished, but will they? And do you really want those with little time to spare to pass over this because it takes too long to discover what it is?
That is a better description. Why don't you put in this entry's description? (So people don't have to look through the comments.) That at least gives people some clue as to whether or not this is something they are looking for. (Just knowing it is a method that involves horses does not narrow it down far enough.) It would also serve as a sign that this is not some quickly thrown-together piece of junk submitted by someone who doesn't care enough to take the time to write up a decent description. (There are some highly trashable entries available on the Vault -- don't trick people into thinking at first glance that yours is one of them.)
You may not think wasting 15 minutes on something you are not interested in is a fun activity, but I (and, I believe, a good number of other people) don't.
Posted by jdeavila at 2009-02-04 20:35:29 Voted 10.00 on 02/03/09
People...don't be lazy...come back and vote...sheesh _________________________ Imtherealthing
This is because I neglected to include support for characters created prior to 1.69. I updated the module so that should work now.
Posted by jdeavila at 2009-02-04 14:52:13 Voted 10.00 on 02/03/09
REally great work..I mean really...one thing Ifound though... Once I get thrown off the horse - to mount up again - I can't ...there is no mount feature in the radial and the PC I created has the horse mount option as a feat...what happened to the mount/unmount, etc features radial? _________________________ Imtherealthing
Updated dated so that only 1 set of pipes can be used at 1 time. If more than 1 set of pipes is on the pc the item will not work.
The Krit: Good points. I suppose I am rather lazy when it comes to the Faq sort of stuff. If people don't want to take the 15 minutes or so to dl and play through the demo, well then. A picture is worth a thousand words, and the movie does explain some of the questions you asked.
Anyway you can alter it around so:
1. Call a horse which you automount.
a. If you are flagged as in combat when you call the animal this won't work.
b. If you call your horse and hostiles are nearby you may have to mount normally, as the automount feature is disrupted.
c. If you have another set of pipes item won't work.
2. Now on horse back. If in combat and mounted combat feat taken, no negative effects.
3. If in combat and no mounted combat, if using ranged attack, chance horse bolts based on ridership.
4. If in melee combat and no mounted combat feat, ridership and animal empathy checked, if failure then your horse shys and you get thrown.
What does your horse method do? Could you give a text description for those who want to know what something is before downloading it (and before downloading a demo movie)?
Is it just something that allows a builder to throw people off their horses whenever they feel like it? (This fits the captions on your images.) Does it only trigger in combat (as suggested by the images themselves)? Does it always trigger in combat (so you cannot perform mounted combat)?
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