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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@@ -67,14 +67,14 @@ void main()
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, TRUE);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED, TRUE);
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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, TRUE);
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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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@@ -102,16 +102,21 @@ void main()
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SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
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SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
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SetLocalInt(OBJECT_SELF, "iRumor", Random(5) + 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(GetRandomDelay(5.0, 15.0), ExecuteScript("re_rndwayp_go", OBJECT_SELF));
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ClearAllActions();
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object oWalk = GetRandomObjectByTag("CityNoble", 50.0);
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DelayCommand(60.0, ActionForceMoveToObject (oWalk, FALSE, 1.0f, 120.0f));
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int nTime = Random(60) + 60;
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float fTime = IntToFloat(nTime);
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DelayCommand(fTime, ExecuteScript("re_rndwayp_go", OBJECT_SELF));
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}
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