How to use the MoveTo function to summon

Post » Fri Aug 06, 2010 3:41 pm

Hey guys, i would really like to know how to use the MoveTo function so that i may summon troops, the thing i dont quite get is that if i use that function to summon them, and they die, wont they just be dead if you resummon them?
on a somewhat related note what would be the most efficient way to summon them behind you so they have to walk about 20 ft to you?
thanks for the help
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Wayne Cole
 
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Post » Fri Aug 06, 2010 8:23 pm

There is a WIKI that explains how to use script functions.

http://geck.gamesas.com/index.php/MoveTo

I would personally use http://geck.gamesas.com/index.php/PlaceAtMe instead since the actors already have to exist for MoveTo to work.

Contrary to what most people blather about, if used properly, it does NOT cause save game bloat. If the object you are using the PlaceAtMe on is a creature or NPC, and they are NOT setup as a quest object or persistant reference, and you have the 'no low level processing' checked, the spawned creature will automatically be cleaned up by the game engine after death.
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Susan
 
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Post » Fri Aug 06, 2010 9:10 pm

Hey guys, i would really like to know how to use the MoveTo function so that i may summon troops, the thing i dont quite get is that if i use that function to summon them, and they die, wont they just be dead if you resummon them?


Yes you will be moving corpses, or, the moveto will look quite strange if they died some time ago and the corpse disappeared. I think you would see nothing at all if you issued a MOVETO on a dead ref whose corpse had been removed from the world.
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Sophh
 
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Post » Sat Aug 07, 2010 5:58 am

Calling moveto on a dead actor that has been removed on a cell cleaning will almost certainly cause the game to crash. I agree with Willie that placeatme might be a good option as it can place the summon directly behind you the specified distance without having to check the players angle and such.

If you still want to use moveto just make sure to set them as quest items so they don't get cleaned up by cell reset, and use if getdead > resurrect to ensure they are alive when summoned again.
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Tanika O'Connell
 
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Post » Fri Aug 06, 2010 5:08 pm

thanks for the help guys!
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NIloufar Emporio
 
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Post » Sat Aug 07, 2010 3:57 am

I use the MoveTo command for a summoned follower all the time, but she's also tied to a 'summon object' that the player wears invisibly. When the object's unequipped, she's immediately moved back to her holding cell, if alive her stats get boosted, if she's dead she gets resurrected, then disabled. If she dies in combat then I just remove the worn item which prevents the game from removing her, and still allows for her to be available again merely by reequipping her summon item. The difference though is that she's only one NPC, not a lot of them.

Every time the PlaceAtMe or Resurrect command is used, a new referrence in the ffxxxxxx range is created specifically for that new NPC instance within the savegame memory space, and reguardless of how the dead NPC is disposed of, that referrence remains in the save game permenantly. While not a problem in itself, overuse can cause problems (the same kind of problems us GOTY users see when you get too many savegames) because the running save game still has to keep track of those. The smart way of repeatedly summoning a bunch of referrenced things would be to script them to always stay above a certain amount of health, and damage their fatigue instead to 'fake death'. Then move them back to their holding area and boost their stats there. A subsequent summoning (if some are still ingame fighting) would move back only the remaining healed troops, and all would stay ingame until they 'fake' die, and get moved and healed awaiting the next summon. This way they only ever consume one referrence each, and is where moveto proves it's value.
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Valerie Marie
 
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