Originally Posted by Ikul
The former is probably good, except if I'd want to check in a conversation whether a third party is dead I'd probably need a global flag.
I'm just surprised this doesn't have a more streamlined way of being handled in a game whose mechanics very much allow you to kill just about anyone at just about any time... I was sure there'd be a less involved means to accomplish this.


Actually thinking on it, you'd need a global flag either way since if you try and have a character in a dialog who is dead is break things.

Far as the more streamlined way, well D:OS isn't really that heavily based on dialog and the way it's designed to account for character deaths doesn't require it. They usually use items.

Quote


Next batch:
CharacterKilledCharacter provides no combat ID. Is it possible to find out in which (if any) combat a specific character has been killed and whether or not another character was in that combat?
This ties into the former question a bit in that I don't want characters who were very much involved with killing someone to be off the hook because the player happened to unlink them mid-fight.

For that matter, is it possible to kill an NPC and not start a combat in the progress? It certainly seems possible.


Never used combat IDs but I think there's a way to do this if you make some PROCs, I'll think on it.

CharacterDie( ) can kill a character.

For example in my mod I created a intro of sorts where you follow some characters and eventually you are ambushed. In that Ambush one of the characters is supposed to die immediately so I did this:

Code
IF
CharacterReceivedDamage(CHARACTER_Highwaypatrol)
AND
DB_HighwayDead(1) 
THEN
CharacterDie(CHARACTER_Highwaypatrol,0); 



the 0/1 on the end is "scatter loot".

I had the enemy NPC attack via script and their alignment isn't yet Evil so it didn't start combat till the scene was over.

Last edited by SniperHF; 09/12/15 06:49 PM.