Author Topic: Encounters Walk To A Waypoint  (Read 321 times)

Legacy_Souldry

  • Newbie
  • *
  • Posts: 16
  • Karma: +0/-0
Encounters Walk To A Waypoint
« on: July 05, 2011, 01:46:22 am »


               Hey, I was wondering if someone could show me how to make encounters walk to a waypoint instead of just roaming about. I appreciate it.
               
               

               
            

Legacy_La Rose Noire

  • Newbie
  • *
  • Posts: 49
  • Karma: +0/-0
Encounters Walk To A Waypoint
« Reply #1 on: July 05, 2011, 12:08:18 pm »


               In the NPC OnSpawn script, juste add something like

MoveToLocation(GetLocation(GetNearestObjectByTag("THIS_WAY")))
               
               

               


                     Modifié par La Rose Noire, 05 juillet 2011 - 11:08 .
                     
                  


            

Legacy_Xardex

  • Sr. Member
  • ****
  • Posts: 414
  • Karma: +0/-0
Encounters Walk To A Waypoint
« Reply #2 on: July 05, 2011, 02:27:33 pm »


               *snip*
Wow I cant read, nevermind.

There should be plenty of information about waypoints, just search for it.
               
               

               


                     Modifié par Xardex, 05 juillet 2011 - 01:29 .
                     
                  


            

Legacy_Rowwena

  • Jr. Member
  • **
  • Posts: 62
  • Karma: +0/-0
Encounters Walk To A Waypoint
« Reply #3 on: July 07, 2011, 08:27:46 am »


               If you look at the script that is called up from the OnSpawn script - open the Onspawn Script (something like X2_def_spawn) it will show somewhere a command to execute NW_C2_DEFAULT9 or some variant of that. If you open that script it gives you a pretty good rundown on the various settings you can comment in or out for character behaviour, like setting day/night postings, and setting how social each character is. Just be Very Careful not to change these scripts unless you really know what you are doing or it will cause you many headaches. It is best to just copy the two scripts to something like wordpad so you can read and understand them. Once you are comfortable you can make some of your own script sets with your own variants of the names, and make it so you can load these on an individual basis. I have a set for standard guard actions, and one for tavern type actions.