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