2025/12/15 Update
Updated PEPS Hooked up new PRC8 GUI event. Updated nim tools. Updated readme.
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26
_module/nss/0e_animations.nss
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26
_module/nss/0e_animations.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: 0e_animations
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster Ambient Animations and Walk Waypoint code.
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This code uses the Bioware systems, but can be rewritten to use what ever you
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want!
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This is called in the nw_c2_default1 - monster heartbeat script.
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*///////////////////////////////////////////////////////////////////////////////
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#include "x0_i0_anims"
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#include "0i_actions"
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void main()
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{
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if(!IsInConversation (OBJECT_SELF))
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{
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if(GetWalkCondition(NW_WALK_FLAG_CONSTANT)) WalkWayPoints();
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if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)) PlayMobileAmbientAnimations_NonAvian();
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else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) PlayMobileAmbientAnimations_Avian();
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else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) PlayImmobileAmbientAnimations();
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else if(GetLocalInt(GetModule(), AI_RULE_WANDER) && GetStandardFactionReputation(STANDARD_FACTION_HOSTILE) > 89)
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{
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ai_AmbientAnimations();
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}
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}
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}
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