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

@@ -0,0 +1,32 @@
/*
* Script generated by LS Script Generator, v.TK.0
*
* For download info, please visit:
* http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
*/
// Put this OnHeartbeat.
// Will abort (do nothing) if fighting or talking or if no PCs are in the area.
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
// If running the lowest AI, abort for performance reasons.
if ( GetAILevel() == AI_LEVEL_VERY_LOW )
return;
// If busy with combat or conversation, skip this heartbeat.
if ( IsInConversation(OBJECT_SELF) || GetIsInCombat() )
return;
// Abort if failed a 5% chance.
if ( Random(100) >= 10 )
return;
// Have us perform a sequence of actions.
string sSittableTagName = "Woodenbench";
object oChair = GetRandomObjectByTag(sSittableTagName, 70.0);
ActionForceMoveToObject (oChair, FALSE, 1.0f, 120.0);
ActionSit(oChair);
}