Initial commit
Initial commit.
This commit is contained in:
64
_module/nss/mp_hen_spawn.nss
Normal file
64
_module/nss/mp_hen_spawn.nss
Normal file
@@ -0,0 +1,64 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: X0_CH_HEN_SPAWN
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:://////////////////////////////////////////////////
|
||||
/*
|
||||
Henchman-specific OnSpawn handler for XP1. Based on NW_CH_AC9 by Bioware.
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 10/09/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
#include "x0_i0_anims"
|
||||
#include "x0_inc_henai"
|
||||
#include "x2_inc_switches"
|
||||
|
||||
void main()
|
||||
{
|
||||
string sTag = GetTag(OBJECT_SELF);
|
||||
object oReset = GetWaypointByTag(sTag);
|
||||
object oRespawn = GetObjectByTag("NW_DEATH_TEMPLE");
|
||||
location lRespawn = GetLocation(oRespawn);
|
||||
location lReset = GetLocation(oReset);
|
||||
//SetLocalInt(OBJECT_SELF,"X2_L_SPAWN_USE_AMBIENT",1);
|
||||
|
||||
|
||||
//Sets up the special henchmen listening patterns
|
||||
SetAssociateListenPatterns();
|
||||
|
||||
// Set additional henchman listening patterns
|
||||
bkSetListeningPatterns();
|
||||
|
||||
// Default behavior for henchmen at start
|
||||
SetAssociateState(NW_ASC_POWER_CASTING);
|
||||
SetAssociateState(NW_ASC_HEAL_AT_50);
|
||||
SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS, FALSE);
|
||||
SetAssociateState(NW_ASC_DISARM_TRAPS);
|
||||
SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, FALSE);
|
||||
SetAssociateState(NW_ASC_DISTANCE_2_METERS);
|
||||
|
||||
//Use melee weapons by default
|
||||
SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE);
|
||||
|
||||
// Set starting location
|
||||
//SetAssociateStartLocation();
|
||||
|
||||
// Set respawn location
|
||||
// SetRespawnLocationSpecific(OBJECT_SELF, lRespawn);
|
||||
|
||||
// For some general behavior while we don't have a master,
|
||||
// let's do some immobile animations
|
||||
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
//JumpToLocation(lReset);
|
||||
|
||||
int iRoll = Random(60)+1;
|
||||
string sTag2 = "henchwp";
|
||||
object oWP = GetObjectByTag(sTag2+IntToString(iRoll));
|
||||
//ExecuteScript("nw_c2_default9",OBJECT_SELF);
|
||||
//ActionForceMoveToObject(oWP,FALSE,3.0f);
|
||||
JumpToObject(oWP);
|
||||
//DelayCommand(6.0f,ActionRandomWalk());
|
||||
if (GetIsHired(OBJECT_SELF)!=TRUE) SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
|
||||
}
|
||||
|
Reference in New Issue
Block a user