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SOLVED: Post Dialogue Ambient Behaviour


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#1
RecklezzRogue

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EDIT - Some NPC's which have a stage place for a given dialogue do not return to their ambient behaviours following dialogue (as set in motion via the AmientStart command prior to the dialogue)

Is there a universal way to have NPC's resume their previous Ambient behaviour without having to specifically issue the command for that NPC again? 

Update -

After some more testing, I see that this is just happening with some NPC's which have stage places in a dialogue...I am thinking this is related to the creature template variables, but the problem is, I am changing ambient behaviour on the fly (following a big battle).

Modifié par RecklezzRogue, 14 juin 2010 - 07:49 .


#2
Nattfodd

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If you do not need to make changes to the creature behaviour continously, (i read you use Ambient_Start), i suggest you to set its behaviour in creature's local variables, by accessing by area editor, selecting the creature (in the "area" window tab, not in "palette" window) and leaving the core_creature script.

The variables involved are AMBIENT_SYSTEM_STATE, AMBIENT_ANIM_PATTERN and AMBIENT_ANIM_FREQ.

#3
RecklezzRogue

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Natt - thanks -yep, I have many fine tuned ambient behaviors for many NPC's - some are set in the Resource variables for the creature, some are set int he Area instance of the creature, and variations are issued via Ambient_Start. It almost seems like I need to make the 'final' ambient state I am looking to be set in either the resource or the local instance of the creature variable table...playing with this tonight to figure out why NPC's are recovering differently after being given a stage place in a dialogue....


#4
RecklezzRogue

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Well, basically I decided to create area specific "ambient restart" scripts for post dialogue. I launch this area specific script for each end dialogue node for all relevant conversations (specific to the area). It works...problem solved.

Modifié par RecklezzRogue, 14 juin 2010 - 07:48 .