I figured out why commoner types weren't using civilized animations

Most changes were due to that and other behaviors I wanted ambient npcs to do.
This commit is contained in:
EpicValor
2023-09-09 19:56:22 -05:00
parent 80bc1e0c92
commit c369af5071
119 changed files with 50579 additions and 4558 deletions

View File

@@ -1,5 +1,16 @@
#include "nw_o2_coninclude"
#include "x0_i0_walkway"
void main()
{
ActionSit (GetNearestObjectByTag ("CHAIR_Queen", OBJECT_SELF));
DelayCommand(10.0,ExecuteScript("queen_sit",OBJECT_SELF));
// ***** BEGIN DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
SetListeningPatterns();
WalkWayPoints();
GenerateNPCTreasure();
// ***** END DEFAULT GENERIC BEHAVIOR ***** //
// Sit in the assigned chair.
string sChairTag = "CHAIR_Queen";
object oChair = GetNearestObjectByTag(sChairTag);
ActionSit(oChair);
}