Now I can't get the henchmen to shut up. . . '>
Here's what I did:
In the spawn script I changed the SpawnInCondition to NW_FLAG_HEARTBEAT_EVENT
In the user defined script I wrote
if (nEvent == 1001)
{
DelayCommond(60.0f, ExecuteScript("hen_bored", OBJECT_SELF));
}
Hen_Bored is:
void main()
{
PlayVoiceChat(VOICE_CHAT_BORED, OBJECT_SELF);
AssignCommand(OBJECT_SELF, PlayAnimation(ANIMATION_FIREFORGET_PAUSE_BORED));
}
While the initial boredom complaint happens after 60 seconds, it then fires every hearbeat thereafter. And what's weird (or hillarious) is that if the master runs away from the annoying henchman, the henchman follows hims (as he's supposed to) but stops every heartbeat to complain of boredom. In the fact the henchman's ennui is so overwhelming that after each monster he kills, he announces to the world that he's bored before proceeding to kill the next goblin!
How can get this poor guy to stop complaining every heartbeat?