I figured out why commoner types weren't using civilized animations

Most changes were due to that and other behaviors I wanted ambient npcs to do.
This commit is contained in:
EpicValor
2023-09-09 19:56:22 -05:00
parent 80bc1e0c92
commit c369af5071
119 changed files with 50579 additions and 4558 deletions

View File

@@ -74,7 +74,7 @@ void main()
SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
// Interacts with placeables + More civilized actions. See Readme.
SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// Will use random voicechats during animations, if Civilized
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
@@ -105,13 +105,21 @@ void main()
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
// combat.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(GetRandomDelay(5.0, 15.0), ExecuteScript("npc_sit_woodenbe", OBJECT_SELF));
ClearAllActions();
SetAILevel (OBJECT_SELF, AI_LEVEL_HIGH);
string sSittableTagName = "Woodenbench";
object oChair = GetRandomObjectByTag(sSittableTagName, 100.0);
DelayCommand(60.0, ActionForceMoveToObject (oChair, FALSE, 1.0f, 120.0f));
DelayCommand(60.1, ActionSit(oChair));
int nTime = Random(200) + 90;
float fTime = IntToFloat(nTime);
DelayCommand(fTime, ExecuteScript("npc_sit_woodenbe", OBJECT_SELF));
}