36 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Herbivore
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// - Always runs. Doesn't open doors. Animations.
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#include "j_inc_spawnin"
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void main()
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{
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    SetAIInteger(AI_MORALE, -1);
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        // Always run
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    SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER);
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        // This will ignore ALL chat by ENEMIES who speak in Stars - IE
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        // "*Nods*" will be ignored, while "Nods" will not, nor "*Nods"
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    SetAIInteger(AI_DOOR_INTELLIGENCE, 2);
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        // This will determine what to do with blocking doors. Default is 0 or not set, which
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        // means intelligence will take the key, and they may unlock, untrap, knock or bash it.
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        // 1 = Always bashes the door (does not check for plot flag, or if it can be opened).
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        // 2 = Never open any doors (none! Just stops there)
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        // 3 = Never attempts to open (bash or anything) plot doors
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    SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);
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        // Animations
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    // AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!!
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    AI_SetUpEndOfSpawn();
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        // This MUST be called. It fires these events:
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        // SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras.
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        // These MUST be called! the AI might fail to work correctly if they don't fire!
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    // Note: You shouldn't really remove this. Also performs hiding ETC.
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    DelayCommand(2.0f, SpawnWalkWayPoints());
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        // Delayed walk waypoints, as to not upset instant combat spawning.
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        // This will also check if to change to day/night posts during the walking, no heartbeats.
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}
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