Author Topic: Creature/NPC OnSpawn script issue  (Read 308 times)

Legacy_Monsieur T

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Creature/NPC OnSpawn script issue
« on: October 31, 2013, 07:35:51 pm »


               Hi. Does anyone know how to make the flag setting from nw_c2_default9.nss (shown below) actually work?

    // * Creatures with _immobile_ ambient animations
    // * can have this flag set to make them mobile in a
    // * close range. They will never leave their immediate
    // * area, but will move around in it, frequently
    // * returning to their starting point.
    // *
    // * Note that creatures spawned inside interior areas
    // * that contain a waypoint with one of the tags
    // * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
    // * have this condition set.
    SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);

Whenever I paint down an NPC in an exterior area with the
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); uncommented, and add the above setting, the NPC just stands in one place and never moves, other than performing the odd immobile animation.
I know I can have NPCs use mobile anims, but I would like certain creatures to only move about in a small radius and only now and again - which is exactly what the setting is supposed to do!!!

The issue is nothing to do with any of my haks, since it also occurs in any "virgin" 1.69 module made in the toolset.
Any advice would be most gratefully received.
Many thanks.
               
               

               
            

Legacy_Lightfoot8

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Creature/NPC OnSpawn script issue
« Reply #1 on: November 01, 2013, 01:25:12 am »


               Are you running a standard script set?   I think it is mainly handled from the HB event.