Comments (2)
I somehow missed this topic.
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The creature is listed as global in the GAM file and behaves like a global creatures when used by the various global-specific script actions. I'm fairly sure it's counted as global by the game engine.
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This one is more difficult to answer because it's primarily the result of trial and error. Maybe I'm just taking advantage of an engine quirks. My intention was to "disable" the creature by the
DestroySelf()
call (i.e. remove it from the game world). Since the creature is global it should be restored by subsequentActivate()
calls to the last state. I don't remember exactly why I usedDestroySelf()
in place ofDeactivate()
though. Maybe to haveInMyArea()
calls from the helper creature script return a negative result while the creature is unsummoned. Or maybe to remove him from the party requirement to leave an area.
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Ok, that helps, thanks.
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