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.
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@@ -74,7 +74,7 @@ void main()
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SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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// Interacts with placeables + More civilized actions. See Readme.
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SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// Will use random voicechats during animations, if Civilized
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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@@ -111,7 +111,16 @@ void main()
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// combat.
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GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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DelayCommand(GetRandomDelay(5.0, 15.0), ExecuteScript("npc_sit_stay", OBJECT_SELF));
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ClearAllActions();
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SetAILevel (OBJECT_SELF, AI_LEVEL_HIGH);
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string sMyTagName = GetTag(OBJECT_SELF);
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string sSittableTagName = "CHAIR_" + sMyTagName;
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object oChair = GetRandomObjectByTag(sSittableTagName, 77.0);
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DelayCommand(60.0, ActionForceMoveToObject (oChair, FALSE, 1.0f, 120.0f));
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DelayCommand(60.1, ActionSit(oChair));
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int nTime = Random(200) + 90;
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float fTime = IntToFloat(nTime);
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DelayCommand(fTime, ExecuteScript("npc_sit_stay", OBJECT_SELF));
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}
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