Hello
I'd like to ask if there's any really easy way how to make a horse I would like to have in my game to stay at the place where the rider left him, which schould be possible almost anywhere. Thank you.
Every NPC will stay where you "left" him. Automatically.
He means when you ride him somewhere, you can get off and he'll be there, regardless of where you go.
I can't help on this problem, as i have been working out how to use a car in my game.
Well I'm too lazy to post a code or something but i just got an idea what might work:
Let's say you use interaction on the horse then i dunno maybe make an animation how man/woman goes on horse and then change characters view and make the horse invisble or something and make it follow you and then at another location make an animation man/woman getting of the horse then make the horse visible and make it stop following the player.
As i sed i don't know if this works. But if it does then maybe someone could post a script for it
Well my sugestion is that you create a global variable that save the room where is actually your horse (or wherever you left it)
you can use this : Character.Room
for example:
//.. part of the script
roomnumber = character[EGO].Room
When you leave the horse, use this property and when you return to the room check it the value of this variable and compare with actually the room where you are so if the horse is in another part and not in that room then you don't have to move it there.
Nathan23: It's not necessary to store it in a global variable.
if (player.Room==cHorse.Room) would be enough.
@Liliana:
Please specify if you've actually got problems with splitting up the character into two seperate ones.
I was thinking of explaining how this can be done, but after reading your title, I figured my previous answer would be more helpful.
If you indeed want to know how such a thing is done, Kristjanman more or less answered it, although his idea needs some tweaking.
Khris: yeah... you right, is more easy.. :)
I always work with variables, but here is not necessary.. I don't know why I can't see it before