scn HVHGTPlayerStatueScriptshort StatueCreatedshort DistanceChecklong TorchCountref MyStatueBegin OnActivate if ( StatueCreated == 0 ) set StatueCreated to 1 HVHGTPlayerStatueMarker.enable set MyStatue to player.CreateFullActorCopy set TorchCount to ( MyStatue.GetItemCount torch02 ) MyStatue.removeItem torch02 TorchCount MyStatue.addscriptpackage HVHGTStatuePose MyStatue.moveto HVHGTPlayerStatueMarker MyStatue.setalert 1 MyStatue.setghost 1 MyStatue.setunconscious 1 MyStatue.setdestroyed 1 ; so you can't activate player MyStatue.setscale 1.8 MyStatue.setav speed 0 ; so you can't move it around MyStatue.pms effectstone MyStatue.pickidle Message "Statue Created" else MyStatue.RemoveAllItems Player.DuplicateAllItems MyStatue set TorchCount to ( MyStatue.GetItemCount torch02 ) MyStatue.removeItem torch02 TorchCount MyStatue.pickidle Message "Statue Updated" endifEndbegin gamemode; we need to pick idle whenever the player gets close (real problem is switching process levels, but this will have to fake it) if distancecheck == 0 if getdistance player <= 2100 set distancecheck to 1 MyStatue.pickidle endif endif if distancecheck == 1 if getdistance player > 2100 set distancecheck to 0 endif endifend
Problems that have arisen:
-The shader effect never applies, the textures on my statue look exactly like me.
-My statue doesn't freeze. It animates subtly, as if it were a living npc standing still.
-The statue animation doesn't play. Instead, when I first create the statue, it draws it's sword and stands in the same pose that the player uses in the inventory screen. When I update the statue, it never draws it's sword, and instead stands still.
I've copied the AI package that's used on the Bruma statue, and I've set the statue animation to work for the new AI package (using OR). The script is basically a copy of the statue-related parts of Martin's script, and the script on the base of the Bruma statue, deleting only lines that are repeated on both objects.