Wow, the final screen shots look great, they should definitely be used as the textures.
Can't you use a script like this:
/* Possible Object types:
OBJECT_TYPE_CREATURE
OBJECT_TYPE_ITEM
OBJECT_TYPE_TRIGGER
OBJECT_TYPE_DOOR
OBJECT_TYPE_WAYPOINT
OBJECT_TYPE_PLACEABLE
OBJECT_TYPE_STORE */
// for the 3 floats in the function below
// you can use the X, Y, Z coordintates from
// the whereami cheat code
vector vPosition=Vector(0.0, 0.0, 0.0);
location lWhereToSpawn=Location(vPosition,0.0);
CreateObject( OBJECT_TYPE_CREATURE,
"object_template",lWhereToSpawn);
(from
http://www.lucasforums.com/showthread.php?t=143412)
to spawn the object and then a script like this:
void main () {
// goodbye.nss
// This script will make any NPC
// move to a desired location and vanish.
object oNPC=GetObjectByTag("Carth"); // insert NPC's tag here
float x=93.77; // do a whereami cheat
float y=141.06; // to get x, y, and z
float z=0.0;
int bRun=FALSE; // you can set this to TRUE
// if you want the NPC to run
vector vExit=Vector(x,y,z);
location lExit=Location(vExit,0.0f);
ActionDoCommand(SetCommandable(TRUE,oNPC));
AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun));
AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC)));
// you can omit this last command if you like --
// if the NPC is not able to move to the
// location, this command will prevent
// you from being able to speak with him
// again. But if they're going to leave anyway...
ActionDoCommand(SetCommandable(FALSE,oNPC));
}
(from
http://www.lucasforums.com/showthread.php?t=139381)
to make it move across the screen?
That might work, I just wasn't aware of a placeable being able to move due to them not having the animation for it, but I said that when I was tired and it was 3 AM, I now think that placeable's don't have the animations to 'walk', but that doesn't mean they can't 'move', two different things.
We might not even need the second script, we can just add to it, this may work, but my scripting isn't the best so maybe not.
void main () {
/* Possible Object types:
OBJECT_TYPE_CREATURE
OBJECT_TYPE_ITEM
OBJECT_TYPE_TRIGGER
OBJECT_TYPE_DOOR
OBJECT_TYPE_WAYPOINT
OBJECT_TYPE_PLACEABLE
OBJECT_TYPE_STORE */
location lWhereToSpawn=Location (vPosition, 174.0);
CreateObject( OBJECT_TYPE_PLACEABLE,
"airtaxi1",lWhereToSpawn);
vector vPosition=Vector(174.0, 184.0, 147.0); // Spawn point of placeable
object oPO=GetObjectByTag("airtaxi1"); // placeable's tag
float x=93.77; // Moves the placeable
float y=141.06; // to this location
float z=265.0133;
int bRun=TRUE; // sets placeable in 'run' mode
// set to FALSE to go slower
vector vExit=Vector(x,y,z);
location lExit=Location(vExit,0.0f);
ActionDoCommand(SetCommandable(TRUE,oPO));
AssignCommand (oPO,ActionForceMoveToLocation(lExit,bRun));
AssignCommand (oPO,ActionDoCommand(DestroyObject(oPO)));
}
Now that script has errors in it, I tried correcting them but I couldn't fix it, so if someone who is good at scripting could correct the errors, maybe Stoffe if she doesn't mind, Then that script may work.