///////////////////////////////////////////////////////////// // NPC ACTIVITIES 5.0 - Dynamic Script Wrapper // For the NPC Event:OnSpawn //----------------------------------------------------------- // By Deva Bryson Winblood - 01/2003 ///////////////////////////////////////////////////////////// // If you use this wrapper you should NEVER need to change it // again. If you read the documentation that came with NPC // ACTIVITIES 5.0 it explains how to change this script at any // moment and as many times as you like from within the game // while it is running. This makes this system dynamic rather // than static. ////////////////////////////////////////////////////////////// //#include "npcactivitiesh" void main() { ExecuteScript("npcact_wrap9",OBJECT_SELF); /* string sScriptToUse=GetLocalString(OBJECT_SELF,"sCRSPSpawn"); string sPost="POST_"+GetTag(OBJECT_SELF); object oPost=GetNearestObjectByTag(sPost); string sByTag=GetTag(OBJECT_SELF)+"_SPAWNC"; string sByRes=GetResRef(OBJECT_SELF)+"_SPAWNR"; object oSpecial=GetNearestObjectByTag(sByTag); SetAILevel(OBJECT_SELF,AI_LEVEL_NORMAL); if (oPost==OBJECT_INVALID&&!NPCACT_ONLY_NEAREST) oPost=GetObjectByTag(sPost); if (oSpecial==OBJECT_INVALID&&!NPCACT_ONLY_NEAREST) oSpecial=GetObjectByTag(sByTag); if (oSpecial==OBJECT_INVALID) oSpecial=GetNearestObjectByTag(sByRes); if (oSpecial==OBJECT_INVALID&&!NPCACT_ONLY_NEAREST) oSpecial=GetObjectByTag(sByRes); if (GetStringLength(sScriptToUse)<2&&oSpecial!=OBJECT_INVALID) sScriptToUse=GetName(oSpecial); if (GetStringLength(sScriptToUse)>1) { // has a specified script ExecuteScript(sScriptToUse,OBJECT_SELF); } // has a specified script else if (oPost!=OBJECT_INVALID) { // run the npc activities scripts ExecuteScript("gennpc_spawn",OBJECT_SELF); } // run the npc activities scripts else { // run the Bioware default - non henchman ExecuteScript("nw_c2_default9",OBJECT_SELF); } // run the Bioware default - non henchman */ }