//::////////////////////////////////////////////////////////////////// //:: NPC Statue OnSpawn //:: statue_spawn //:: //:: Spawns Creatures as Statues w/out Animations //:: //::////////////////////////////////////////////////////////////////// //:: Created By: Hillary Anne Skeryanc-Mann //:: Created On: Monday, January 26, 2004 //::////////////////////////////////////////////////////////////////// //:: Instructions: //:: 1) Make your creature and put it in the module //:: 2) Set perception to short and movement to immobile //:: 3) Set all stats to 3 //:: 4) Equip Statue Skin on the creature (this lowers stats further) //:: 5) Remove all scripts. //:: 6) Put this script into the creature's OnSpawn //:: 7) Put statue_onconvers into the creature's OnConversation //:: 8) Make sure that the conversation for the creature has //:: "No Animation" for the owner nodes (unless you want the //:: statue to talk/laugh/etc. //:: 9) Place a waypoint with the tag "STATUE_STATUETAG" in front of //:: the statue (ie where you want the statue to face). //:: Note:Replace "STATUETAG" with the tag of the creature you //:: are using as a statue. //:: //:: Creatures will spawn looking like stone and not moving. Some //:: creatures can not be turned to stone, but they still won't move //:: at all (for instance, Balors). //:: //::////////////////////////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { effect eVFX = EffectVisualEffect(VFX_DUR_PROT_GREATER_STONESKIN); effect ePara = EffectParalyze(); SetListeningPatterns(); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, OBJECT_SELF); ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePara, OBJECT_SELF); ActionPlayAnimation(ANIMATION_LOOPING_PAUSE2, 500.0f, 999999.0f); SetListenPattern(OBJECT_SELF, "**", 20600); SetLocalInt(OBJECT_SELF, "hls_Listening", 1); SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 10); }