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

@@ -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.