Fixed Ziggurat of Faith transition
Fixed Ziggurat of Faith transition. Added more creature overrides. Ranged Disarm AI testing. Full compile.
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_content/ratdog_creatures/C_Gargoyle_Body.dds
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_content/ratdog_creatures/C_Gargoyle_Head.dds
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5347
_content/ratdog_creatures/a_skeleton.mdl
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9726
_content/ratdog_creatures/c_gargoyle.mdl
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_content/ratdog_creatures/po_Sk_Chief01_h.tga
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After (image error) Size: 384 KiB |
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_content/ratdog_creatures/po_Sk_Chief01_l.tga
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After (image error) Size: 96 KiB |
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_content/ratdog_creatures/po_Sk_Chief01_m.tga
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After (image error) Size: 24 KiB |
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_content/ratdog_creatures/po_Sk_Chief01_s.tga
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After (image error) Size: 6.0 KiB |
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_content/ratdog_creatures/po_Sk_Chief01_t.tga
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After (image error) Size: 1.5 KiB |
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_content/ratdog_creatures/po_Sk_War01_h.tga
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After (image error) Size: 384 KiB |
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_content/ratdog_creatures/po_Sk_War01_l.tga
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After (image error) Size: 96 KiB |
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_content/ratdog_creatures/po_Sk_War01_m.tga
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After (image error) Size: 24 KiB |
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_content/ratdog_creatures/po_Sk_War01_s.tga
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After (image error) Size: 6.0 KiB |
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_content/ratdog_creatures/po_Sk_War01_t.tga
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After (image error) Size: 1.5 KiB |
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_content/ratdog_creatures/po_Sk_War02_h.tga
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After (image error) Size: 384 KiB |
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_content/ratdog_creatures/po_Sk_War02_l.tga
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After (image error) Size: 96 KiB |
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_content/ratdog_creatures/po_Sk_War02_m.tga
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After (image error) Size: 24 KiB |
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_content/ratdog_creatures/po_Sk_War02_s.tga
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After (image error) Size: 6.0 KiB |
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_content/ratdog_creatures/po_Sk_War02_t.tga
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After (image error) Size: 1.5 KiB |
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_content/ratdog_creatures/ps_skel_bicep.dds
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_content/ratdog_creatures/ps_skel_chain.dds
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_content/ratdog_creatures/ps_skel_forearm.dds
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_content/ratdog_creatures/ps_skel_head.dds
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_content/ratdog_creatures/ps_skel_leg.dds
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_content/ratdog_creatures/ps_skel_mage.dds
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BIN
_content/ratdog_creatures/ps_skel_mfore.dds
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_content/ratdog_creatures/ps_skel_plate.dds
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_content/ratdog_creatures/ps_skel_shin.dds
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_content/ratdog_creatures/ps_skel_shldr.dds
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@ -11169,7 +11169,7 @@
|
||||
},
|
||||
"Version": {
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"type": "dword",
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"value": 10
|
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"value": 12
|
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},
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"Width": {
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"type": "int",
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@ -11169,7 +11169,7 @@
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},
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"Version": {
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"type": "dword",
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"value": 19
|
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"value": 20
|
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},
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"Width": {
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"type": "int",
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@ -11169,7 +11169,7 @@
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},
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"Version": {
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"type": "dword",
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"value": 90
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"value": 91
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},
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"Width": {
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"type": "int",
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@ -2913,7 +2913,7 @@
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},
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"Version": {
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"type": "dword",
|
||||
"value": 21
|
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"value": 22
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},
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"Width": {
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"type": "int",
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@ -2913,7 +2913,7 @@
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},
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"Version": {
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"type": "dword",
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"value": 9
|
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"value": 11
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},
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"Width": {
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"type": "int",
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@ -154,6 +154,13 @@
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||||
"type": "cexostring",
|
||||
"value": "TempleDoor"
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 8,
|
||||
"Comment": {
|
||||
"type": "cexostring",
|
||||
"value": "Places an Area Transition in the Doorway (Similar to how a transition would appear after a Door is destroyed)."
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
@ -452,13 +459,6 @@
|
||||
"value": ""
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}
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||||
},
|
||||
{
|
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"__struct_id": 1,
|
||||
"Comment": {
|
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"type": "cexostring",
|
||||
"value": ""
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}
|
||||
},
|
||||
{
|
||||
"__struct_id": 1,
|
||||
"Comment": {
|
||||
@ -513,13 +513,6 @@
|
||||
"value": ""
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 5,
|
||||
"Comment": {
|
||||
"type": "cexostring",
|
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"value": ""
|
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}
|
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},
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{
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"__struct_id": 5,
|
||||
"Comment": {
|
||||
|
@ -1093,6 +1093,13 @@
|
||||
"type": "cexostring",
|
||||
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
}
|
||||
},
|
||||
{
|
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
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}
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}
|
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]
|
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}
|
||||
|
@ -11,7 +11,7 @@
|
||||
"__struct_id": 8,
|
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"Comment": {
|
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"type": "cexostring",
|
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"value": "Jeweled Door"
|
||||
"value": "Temple2Library"
|
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}
|
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},
|
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{
|
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@ -25,7 +25,7 @@
|
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Temple2Library"
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"value": "Jeweled Door"
|
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}
|
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}
|
||||
]
|
||||
@ -55,6 +55,20 @@
|
||||
"value": "Source: Placeable Lightshafts with pwk by Demigog"
|
||||
}
|
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},
|
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{
|
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
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},
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{
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"__struct_id": 9,
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"Comment": {
|
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"type": "cexostring",
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"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
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}
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},
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{
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"__struct_id": 9,
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@ -75,20 +89,6 @@
|
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"type": "cexostring",
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"value": "Statue pack for CEP v1.5 by Whalebones"
|
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
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}
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{
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"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
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|
@ -198,33 +198,33 @@
|
||||
"WaypointList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
|
||||
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
}
|
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},
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||||
{
|
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"__struct_id": 5,
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"Comment": {
|
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"type": "cexostring",
|
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
}
|
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},
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{
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"__struct_id": 5,
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"Comment": {
|
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"type": "cexostring",
|
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
}
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||||
},
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||||
{
|
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"__struct_id": 5,
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"Comment": {
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
|
||||
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
}
|
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
|
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
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|
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
|
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
|
||||
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|
||||
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@ -22310,6 +22310,69 @@
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@ -5135,11 +5120,11 @@
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