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Author Topic: Animal comapnion/familiar/summons  (Read 209 times)

Hellblazer

Animal comapnion/familiar/summons
« on: December 27, 2008, 10:59:30 pm »
For a while now, there has been some problems with the emotes for those mentioned in the title. I have no clue if the emotes for them have been completely deactivated, but if they have not then I have a little solution.

Could a wand be created that would be handed out automatically when your character, with the right class, is created?

That wand would be the equivalent of the pc emote wand, but that would interact with the Char companion/familiar/summons. Also the option of not having an action perform while using it would be great for not breaking immersion.

Dorganath

Re: Animal comapnion/familiar/summons
« Reply #1 on: December 27, 2008, 11:32:22 pm »
What sorts of emotes are you talking about, specifically?

Any wand would require an "action" (unless I misunderstand your meaning), much like using the PC emote or dicebag wands.
 

Hellblazer

Re: Animal comapnion/familiar/summons
« Reply #2 on: December 28, 2008, 02:43:42 am »
well any emotes that makes the animal do something. More precisely the lay down command (which were either lays down, or falls back or something like that.) But from what I have seen, any of these emotes rarely works.

I'm not a coder here, but I think you can have a wand be activated with option selections, without having the action movement you see in game. much like using a canteen or meal, without using the rotary selection on it but by a command. That way it by passes the character action sequence.

twidget658

Re: Animal comapnion/familiar/summons
« Reply #3 on: December 28, 2008, 02:56:29 am »
The one that I use to make it lie down is /o c *falls down*. If this command does not work, click on your companion and try again. Sometimes your companion gets hung up like your PC.
 
 To correlate this same sort of action to your PC, it is similar to doing a *cross arms* emote and then trying to do a *sit* emote. While your PC is doing one emote, if you click on it is will return to neutral so you can do the next emote.
 

Dorganath

Re: Animal comapnion/familiar/summons
« Reply #4 on: December 28, 2008, 03:21:22 am »
Have you done:

/o F *sits*

or more generically:

/o {selector} *emote*

where {selector} is F (familiar), S (summon) or A (animal companion).

Just tested this on my character's familiar and it works fine.

What you're suggesting by way of voice command (like the canteen drinking) is not really activating the item, but merely providing another way to get that function.  The voice commands don't require the item to work, except that a canteen must be present to drink one.  It does not go through the normal (i.e. NWN) activation system, however.
 

ycleption

Re: Animal comapnion/familiar/summons
« Reply #5 on: December 28, 2008, 03:47:17 am »
Quote from: Hellblazer
More precisely the lay down command (which were either lays down, or falls back or something like that.)


/o a *sleep* works fine for me...
 

Hellblazer

Re: Animal comapnion/familiar/summons
« Reply #6 on: December 28, 2008, 07:27:12 am »
Been trying all of those without success.

Script Wrecked

Re: Animal comapnion/familiar/summons
« Reply #7 on: December 28, 2008, 08:03:18 am »
Do command emotes work for your character? À la:

[INDENT]/o c sits
/o c laughs
/o c waves[/INDENT]

Regards,

Script Wrecked.
 

Hellblazer

Re: Animal comapnion/familiar/summons
« Reply #8 on: December 28, 2008, 08:05:33 am »
yep those works. But not the one for the summon.

twidget658

Re: Animal comapnion/familiar/summons
« Reply #9 on: December 28, 2008, 11:26:37 am »
I just did the /o a on my companion..
 
 *sleep* and *falls* both do the same action. The *sits* hung it up to where I had to click on it. If you type an emote and it doesn't work, then click on the companion before you try the next one.
 
 Also, there are only certain emotes that work with companions.
 

lonnarin

Re: Animal comapnion/familiar/summons
« Reply #10 on: December 28, 2008, 05:59:06 pm »
On the radial menu, "threatens" works to make dogs howl, beholders laugh, cats raaargh and bears do a standing roar.  I've only tested this when in alternate forms with a druid or possessing a familiar, so I'm not sure if they are linked to the /o commands though.

As long as they are standing still, animal companions and familiars will emit sound if you use /o a *howls* or /o f *roars*, or even *burps, laughs, sneezes, etc*  all the audio commands should work through them as long as they aren't currently moving.
 

Hellblazer

Re: Animal comapnion/familiar/summons
« Reply #11 on: December 29, 2008, 01:19:41 am »
I've also noticed that lag have a serious advert effect on being able to make them "howl" and others.

 

anything