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Keeping summons when changing areas?


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#1 -Guest-

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Posted 30 April 2004 - 10:58 AM

Theoretically possible as is - have the summons attack the party as the party is entering a door... once you've entered the new area, save/load to re-gain control... but it's a pointless pain in the arse, and doesn't always work...

Anyone feels like editing summons so that they enter a new area right along with you?

#2 Rastor

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Posted 30 April 2004 - 01:52 PM

I think this was suggested before, but nobody could figure out how to do it.
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#3 Galactygon

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Posted 30 April 2004 - 02:58 PM

Hardcoded. Period.

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P.S. I once attepted to do something about this, but no avail. :(
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#4 Seifer

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Posted 30 April 2004 - 03:13 PM

There was a way around this I thought as Jap looked at it with his ill-fated hirelings mod. if I find anything on it, I'll let you know.

how come you always look so damn cool in every photo I see you in?!?


Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.


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#5 Andyr

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Posted 30 April 2004 - 03:45 PM

You can do it for a unique creature (I have done), but I'm not sure if the method could be extended to multiple generic summons. Will have a think.
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#6 -Guest-

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Posted 30 April 2004 - 04:05 PM

The way it can be done now is of now help?

I don't know... auto-attack the moment "you must gather your party" is heard, or something of the sort...

#7 Seifer

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Posted 30 April 2004 - 04:53 PM

That made NO sense to me at all

how come you always look so damn cool in every photo I see you in?!?


Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.


Still a cyberjock, still hacking the matrix, still unsure of what that means.

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#8 -Guest-

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Posted 30 April 2004 - 04:59 PM

1) "No" help.

2) First post in the thread. Didn't bother to read it?

#9 -icelus-

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Posted 30 April 2004 - 05:06 PM

"Guest," if you'd bother to register, you could edit your own post and avoid such obvious typos.

Second, learn some manners, please.

#10 igi

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Posted 01 May 2004 - 01:57 AM

I think it is theoretically possible, using something similar to my extendable familiar method, detailed here: http://tutorials.tea...pentut&tutID=57

Maybe.

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#11 SimDing0

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Posted 01 May 2004 - 02:40 AM

Well, if adding something to the GAM file requires that each creature have a unique death variable, then it's harder. This probably isn't going to be the case with summons. So let's say you create a lot of different summonned CREs, with unique death variables. You script their summonning through the original invisible CRE that's summonned and has no death variable, and ensure the same CRE is never in existence twice. They can then be MakeGlobal()ed and transferred between areas. But this is probably going to suck fairly majorly, because you've got a hell of a lot of additions to the GAM file; if nothing else, this slows loading down.

On the other hand, if adding a CRE to the GAM will allow all CREs of that type in existance to behave in the same way, then you're in business.
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#12 Rastor

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Posted 01 May 2004 - 11:14 AM

On the other hand, if adding a CRE to the GAM will allow all CREs of that type in existance to behave in the same way, then you're in business.

Is that possible?
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#13 fallen_demon

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Posted 07 May 2004 - 08:06 PM

You can do it for a unique creature (I have done), but I'm not sure if the method could be extended to multiple generic summons.

i suppose that if it can be done for unique creatures that the generic ones could be individually edited for this, but it seems like a lot of work.
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