//::////////////////////////////////////////////////// //:: 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); }