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:
@@ -60,7 +60,7 @@ void main()
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
//* If this is set, the NPC will appear using the "EffectAppear" animation instead of fading in.
|
||||
|
||||
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
//* This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
||||
//* NOTE: These animations will play automatically for Encounter Creatures.
|
||||
|
||||
@@ -75,7 +75,7 @@ void main()
|
||||
NW_FLAG_AMBIENT_ANIMATIONS or NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS.
|
||||
*/
|
||||
|
||||
SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
//* Civilized creatures interact with placeables in their area that have the tag "NW_INTERACTIVE"
|
||||
//* and "talk" to each other.
|
||||
//*
|
||||
@@ -87,7 +87,7 @@ void main()
|
||||
//* performing their ambient animations when they first perceive a player, and they will stop when the
|
||||
//* player moves away.
|
||||
|
||||
SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
//* Civilized creatures with this flag set will randomly use a few voicechats. It's a good idea to avoid
|
||||
//* putting this on multiple creatures using the same voiceset.
|
||||
|
||||
|
Reference in New Issue
Block a user