Aantioch_Infernum/_module/nss/npc_sit_stay.nss
EpicValor c369af5071 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.
2023-09-09 19:56:22 -05:00

23 lines
845 B
Plaintext

//::///////////////////////////////////////////////
//:: npc_sit_stay
//:://////////////////////////////////////////////
/*Goes on the OnSpawn and OnConversation script of the NPC that you want to stay <span class="highlight">seated</span>*/
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
ClearAllActions();
SetAILevel (OBJECT_SELF, AI_LEVEL_HIGH);
string sMyTagName = GetTag(OBJECT_SELF);
string sSittableTagName = "CHAIR_" + sMyTagName;
object oChair = GetRandomObjectByTag(sSittableTagName, 77.0);
ActionForceMoveToObject (oChair, FALSE, 1.0f, 120.0);
ActionSit(oChair);
int nTime = Random(210) + 90;
float fTime = IntToFloat(nTime);
DelayCommand(fTime, ExecuteScript("npc_sit_stay", OBJECT_SELF));
}