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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@@ -11,7 +11,7 @@
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 25, 2001
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//:://////////////////////////////////////////////
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#include "nw_i0_spells"
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#include "ms_name_inc"
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#include "rnd_commoner_inc"
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#include "NW_O2_CONINCLUDE"
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@@ -74,7 +74,7 @@ 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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@@ -105,12 +105,20 @@ void main()
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SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
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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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//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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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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DelayCommand(10.5, ExecuteScript("npc_sit_chair", OBJECT_SELF));
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ClearAllActions();
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string sSittableTagName = "CHAIR";
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object oChair = GetRandomObjectByTag(sSittableTagName, 90.0);
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DelayCommand(60.0, ActionForceMoveToObject (oChair, FALSE, 1.0f, 120.0f));
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DelayCommand(60.1, ActionSit(oChair));
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int nTime = Random(200) + 90;
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float fTime = IntToFloat(nTime);
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DelayCommand(fTime, ExecuteScript("npc_sit_chair", OBJECT_SELF));
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}
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