WhiZard wrote...
But as has previously been said, speed of 0.0 itself has problems in allowing NPC to make use of their AI effectively, just like EffectCutsceneImmobility().
We use movespeed GLACIAL, rather than immobilizing them. From our (modified) creaturespeed.2da:
2DA V2.0
Label Name 2DAName WALKRATE RUNRATE
0 PC_Movement **** PLAYER 2.00 4.00
1 Immobile 2319 NOMOVE 0.00 0.00
2 Very_Slow 2320 VSLOW 0.75 1.50
3 Slow 2321 SLOW 1.25 2.50
4 Normal 2322 NORM 1.75 3.50
5 Fast 2323 FAST 2.25 4.50
6 Very_Fast 2324 VFAST 2.75 5.50
7 Default 6614 DEFAULT 0.00 0.00
8 DM_Fast 6893 DFAST 5.50 11.00
9 Faster 690 FASTER 2.50 5.00
10 Extra_Fast 725 EFAST 3.00 6.00
11 Super_Fast 687 SFAST 3.25 6.50
12 Hyper_Fast 684 HFAST 3.50 7.00
13 Light_Fast 1026 XFAST 3.75 7.50
14 Ridic_Fast 1014 YFAST 4.00 8.00
15 Ludic_Fast 2214 ZFAST 4.25 8.50
16 Relaxed 2275 RELAXED 1.60 3.20
17 Extra_Slow 5137 ESLOW 0.50 1.00
18 Super_Slow 5138 SSLOW 0.25 0.50
19 Glacial 5139 GLACIAL 0.10 0.20
That is PRECISELY why I suggested this approach. The very same you yourself suggest in your last sentence. Did you not read my post?
Funky
Modifié par FunkySwerve, 29 mars 2012 - 12:09 .