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Collision Boxes
https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=47804
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Author:  joie de vivre [ Sun, May 23 2010, 21:21 PM ]
Post subject:  Collision Boxes

I've been looking for a way to handle collision boxes while in party mode. Does anyone know how to turn them off?
Or at least prevent your party members from being shoved every which way?

Author:  Xaviera [ Sun, May 23 2010, 21:40 PM ]
Post subject:  Re: Collision Boxes

Not in Amia.

Author:  Logicality [ Sun, May 23 2010, 21:44 PM ]
Post subject:  Re: Collision Boxes

There's a bump toggle in NWN2 that can make your character unmoveable by allies' movement, not sure if it's in NWN1 though. It would require a script if the function exists, anyway.

Author:  762 [ Sun, May 23 2010, 22:01 PM ]
Post subject:  Re: Collision Boxes

It is possible, but it has to be scripted, yes.

Author:  Yurell [ Mon, May 24 2010, 0:25 AM ]
Post subject:  Re: Collision Boxes

I've seen it on other servers to not bump. It'd be great if the collision boxes could be off (or even just smaller).

Author:  TormakSaber [ Mon, May 24 2010, 2:50 AM ]
Post subject:  Re: Collision Boxes

ICly you cannot walk through people.

Author:  Yurell [ Mon, May 24 2010, 3:14 AM ]
Post subject:  Re: Collision Boxes

ICly people don't teleport through furniture when you stand near them, either.

Author:  TormakSaber [ Mon, May 24 2010, 3:14 AM ]
Post subject:  Re: Collision Boxes

Lesser of two evils.

Author:  Yurell [ Mon, May 24 2010, 3:17 AM ]
Post subject:  Re: Collision Boxes

I would have thought OOCly standing inside eachother (which could be RP'd as being very very close) would have been the lesser evil than OOCly sending everyone flying like ten pins when you try to get out of a chair.

Author:  Terra_777 [ Mon, May 24 2010, 8:45 AM ]
Post subject:  Re: Collision Boxes

There is a cutscen ghost effect that lets other creature objects pass though the holder of the effect. Which can be very bad/good to have when facing stupid NPC's that are usually trying to kill you. :P

Author:  Galenson [ Mon, May 24 2010, 10:59 AM ]
Post subject:  Re: Collision Boxes

I smell abuse.

Author:  Gravemaskin [ Mon, May 24 2010, 11:31 AM ]
Post subject:  Re: Collision Boxes

You only bump and displace people IF you are "friendly" to them. Neutral and hostile, you don't.

Any chance to alter that one then, so that you can never run into people to displace them, but have to WALK AROUND/past. It seems more realistic if anything

Author:  Merrien [ Mon, May 24 2010, 17:40 PM ]
Post subject:  Re: Collision Boxes

I'd love it if this could be fixed/turned off without having abuse issues. It's super annoying.

Author:  MadrikVale [ Mon, May 24 2010, 17:48 PM ]
Post subject:  Re: Collision Boxes

Yeah, if at all possible. No one's gonna intentionally walk through anyone, anyway. (Unless they RP they are a ghost and should be struck by DM lightning)

I've only had the glitch where two characters are inside each other once, and that was with Nysor... and I just don't swing that way. Madrik took six showers that day.

Author:  Xaviera [ Mon, May 24 2010, 18:10 PM ]
Post subject:  Re: Collision Boxes

Galenson wrote:
I smell abuse.

Clearly it will lead to increased cybering. :mrgreen:

Author:  P Three [ Mon, May 24 2010, 18:14 PM ]
Post subject:  Re: Collision Boxes

Madrik wrote:
that was with Nysor... and I just don't swing that way. Madrik took six showers that day.


TOTALLY not what Nysor told Ana. :D
You know you want some hot squirrelly lovin.

Author:  fireprooftroll [ Tue, May 25 2010, 6:36 AM ]
Post subject:  Re: Collision Boxes

So does anyone actually know what the script is?

Would be nice to have people in party mode who are not big, fat collision boxes.

Author:  762 [ Tue, May 25 2010, 6:40 AM ]
Post subject:  Re: Collision Boxes

It's available on the vault.

Author:  TormakSaber [ Tue, May 25 2010, 8:06 AM ]
Post subject:  Re: Collision Boxes

fireprooftroll wrote:
So does anyone actually know what the script is?

Would be nice to have people in party mode who are not big, fat collision boxes.


Then learn how to maneuver with your party and not get hung up on each other.

Author:  Logicality [ Tue, May 25 2010, 10:33 AM ]
Post subject:  Re: Collision Boxes

I honestly don't see this being much of an issue. A minor annoyance occasionally, but not something happening every time one goes into combat.

Author:  Selvec Darkon [ Tue, May 25 2010, 10:58 AM ]
Post subject:  Re: Collision Boxes

Oh gods, NWN 2 collision boxes. Those bring back bad memories of custom box cuts for chairs and stuff to make them sittable because Biowares script didn't work. Bad memories of NWN 2 toolsetting when it just came out.

Author:  Logicality [ Tue, May 25 2010, 11:00 AM ]
Post subject:  Re: Collision Boxes

All you needed to do was remove the chairs' collision, and give the PCs a simple "sit on object" emote option in the rest menu. :)

Author:  Yurell [ Tue, May 25 2010, 11:01 AM ]
Post subject:  Re: Collision Boxes

The main thing that annoys me is when you're sitting down, and all of a sudden you're on the other side of the room, or you're trying to RP, you step closer and all of a sudden everyone goes flying.

Author:  Merrien [ Tue, May 25 2010, 16:15 PM ]
Post subject:  Re: Collision Boxes

And if you have things like . . . oh, say, big flapping butterfly wings coming out of your back, you are "extra pushy" :D

Author:  joie de vivre [ Tue, May 25 2010, 17:02 PM ]
Post subject:  Re: Collision Boxes

I've tried looking for it on NWvault. I don't see anything that might be of help.

Author:  speedgrab [ Wed, May 26 2010, 6:47 AM ]
Post subject:  Re: Collision Boxes

I too wish this. Blargh pushes dill around far to much for a floating skull should be doing.

Author:  Selmak [ Wed, May 26 2010, 15:51 PM ]
Post subject:  Re: Collision Boxes

This is the code you'd want to use if you were turning on the ghost effect from a conversation option:

Code:
void main()
{
    object oPC = GetLastSpeaker();;

    effect eGhost = EffectCutsceneGhost();
    eGhost = SupernaturalEffect( eGhost );
    ApplyEffectToObject( DURATION_TYPE_PERMANENT, eGhost, oPC );

}


This is the code to switch the effect off from a conversation option:

Code:
void main()
{
    object oPC = GetLastSpeaker();;

    effect eGhost = EffectCutsceneGhost();
    eGhost = SupernaturalEffect( eGhost );
    RemoveEffect( oPC, eGhost );

}


If you wanted to limit the abuse of this, you could turn this off automatically when a player enters a Party PvP area and then toggle it back on (if it was on before) if they enter a No PvP area.

Author:  Selvec Darkon [ Thu, May 27 2010, 1:43 AM ]
Post subject:  Re: Collision Boxes

Logicality wrote:
All you needed to do was remove the chairs' collision, and give the PCs a simple "sit on object" emote option in the rest menu. :)


That wasn't present in NWN2 Vanilla I believe.

Author:  Merrien [ Thu, May 27 2010, 17:02 PM ]
Post subject:  Re: Collision Boxes

Selmak wrote:
This is the code you'd want to use if you were turning on the ghost effect from a conversation option:

Code:
void main()
{
    object oPC = GetLastSpeaker();;

    effect eGhost = EffectCutsceneGhost();
    eGhost = SupernaturalEffect( eGhost );
    ApplyEffectToObject( DURATION_TYPE_PERMANENT, eGhost, oPC );

}


This is the code to switch the effect off from a conversation option:

Code:
void main()
{
    object oPC = GetLastSpeaker();;

    effect eGhost = EffectCutsceneGhost();
    eGhost = SupernaturalEffect( eGhost );
    RemoveEffect( oPC, eGhost );

}


If you wanted to limit the abuse of this, you could turn this off automatically when a player enters a Party PvP area and then toggle it back on (if it was on before) if they enter a No PvP area.


You rock, as always; could we pretty please?

Author:  TormakSaber [ Thu, May 27 2010, 18:55 PM ]
Post subject:  Re: Collision Boxes

I still don't see much of a point to it and find it rather abusable. At least, I know of a few ways I could abuse no longer having to use half a brain and maneuver around people.

Author:  Merrien [ Thu, May 27 2010, 20:13 PM ]
Post subject:  Re: Collision Boxes

TormakSaber wrote:
I still don't see much of a point to it and find it rather abusable. At least, I know of a few ways I could abuse no longer having to use half a brain and maneuver around people.


Still abuseable with this on as well? Copy/pasting: "you could turn this off automatically when a player enters a Party PvP area and then toggle it back on (if it was on before) if they enter a No PvP area"

. . . I have no head for such things, so seeing if what you're thinking about goes beyond this.

Author:  Logicality [ Thu, May 27 2010, 20:15 PM ]
Post subject:  Re: Collision Boxes

Logicality wrote:
There's a bump toggle in NWN2 that can make your character unmoveable by allies' movement, not sure if it's in NWN1 though. It would require a script if the function exists, anyway.


Unfortunately the required function doesn't exist in NWN1, otherwise something using this, I think, would be preferable to a ghost effect.

Author:  Merrien [ Thu, May 27 2010, 20:18 PM ]
Post subject:  Re: Collision Boxes

What I wouldn't give for magical NWN updates that fix so many of the mechanics etc. . . . I would die a happy little camper if we could have LOTRO's crafting and music systems on Amia *sighs* ....sorry, this was tangential. *coughs*

My point is that the bumping bugs me too. So . . . guess I'm done with my point now :D

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