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.
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@@ -79,7 +79,7 @@ void main()
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SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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// Interacts with placeables + More civilized actions. See Readme.
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SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// Will use random voicechats during animations, if Civilized
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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@@ -104,7 +104,7 @@ void main()
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
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//GetRandomFriend(20.0);
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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