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.
@@ -111,7 +111,16 @@ void main()
// combat.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(GetRandomDelay(5.0, 15.0), ExecuteScript("npc_sit_stay", OBJECT_SELF));
ClearAllActions();
SetAILevel (OBJECT_SELF, AI_LEVEL_HIGH);
string sMyTagName = GetTag(OBJECT_SELF);
string sSittableTagName = "CHAIR_" + sMyTagName;
object oChair = GetRandomObjectByTag(sSittableTagName, 77.0);
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_stay", OBJECT_SELF));
}