//::////////////////////////////////////////////////// //:: 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_inc_henai" #include "x2_inc_banter" #include "x2_inc_globals" void main() { string sAreaTag = GetTag(GetArea(OBJECT_SELF)); string sModuleTag = GetTag(GetModule()); string sMyTag = GetTag(OBJECT_SELF); //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); SetAssociateState(NW_ASC_DISARM_TRAPS); // * July 2003. Set this to true so henchmen // * will hopefully run off a little less often // * by default // * September 2003. Bad decision. Reverted back // * to original. This mode too often looks like a bug // * because they hang back and don't help each other out. //SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, TRUE); 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 SetRespawnLocation(); // For some general behavior while we don't have a master, // let's do some immobile animations SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); // * not allowed to have inventory fiddled with SetLocalInt(OBJECT_SELF, "X2_JUST_A_DISABLEEQUIP", 1); }