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WalkWayPoints

Posted: Mon Sep 02, 2002 9:37 am
by garazdawi
Just to get this thread going.

This I think is a great substetute for the generic WalkWaypoints script. All you have to do is include it in your onspawn event and change the line wich says WalkWayPoint() to ATSWalkWayPoint()

That's it. A very simple way to do it and you get alot better performace with this script.

I'm going to post the script in the next post just so that you know.

Posted: Mon Sep 02, 2002 9:43 am
by garazdawi
I'll just attach it instead. it was to long... hope you like it

PS I did not make this Adam (don't know surname) did it DS

if you have any questions plz tell me

*EDIT* changed attack to attach (stupid mistake :rolleyes: ) *EDIT*

Posted: Mon Sep 02, 2002 1:47 pm
by Mr Sleep
Originally posted by garazdawi
I'll just attack it instead. it was to long... hope you like it
It's quite complicated, i will try to sift through it with my limited knowledge and give you some thoughts.

Don't NwN characters automatically use waypoints if you name them NW_{insert character name}_WP_01(etc) or something like that, i will have to consult the offical scripting tutorial but i believe it is something like that.

Posted: Tue Sep 03, 2002 8:34 am
by garazdawi
Yes it does but this one allows you to use random (1,3,2,6,4,5 etc) walking patterns and circuit (1,2,3,4,5,6,1,2,3 etc) and also the normal guard circuit (1,2,3,4,5,6,5,4,3,2,1 etc) This allowing for greater versatility and usefulness. You can also decide for how long the NPC is going to wait at any specific wp before moving on adn also attach scripts to be exicuted when the NPC reaches a certain wp. This is the reasons why I think this script is superior to other ones likethe generic NWN bioware script. If you feel "complete" :) without fine I just think it is such a great addition to any module that I wanted to post it.

Posted: Tue Sep 03, 2002 1:39 pm
by Mr Sleep
Originally posted by garazdawi
Yes it does but this one allows you to use random (1,3,2,6,4,5 etc) walking patterns and circuit (1,2,3,4,5,6,1,2,3 etc) and also the normal guard circuit (1,2,3,4,5,6,5,4,3,2,1 etc) This allowing for greater versatility and usefulness. You can also decide for how long the NPC is going to wait at any specific wp before moving on adn also attach scripts to be exicuted when the NPC reaches a certain wp. This is the reasons why I think this script is superior to other ones likethe generic NWN bioware script. If you feel "complete" :) without fine I just think it is such a great addition to any module that I wanted to post it.
I understand now what its functionality is, that does sound good, i was playing around today and one can easily set an NPC to walk randomly but i wasn't sure how to get them to do it in a specific way, i am not sure how i can use your script at the moment, but if i need anything like that i will be sure to. Thanks :)