If there is a better approach out there, please could you let me know? Thanks.
Custom Waypoints?
Débuté par
rjshae
, août 09 2010 08:06
#1
Posté 09 août 2010 - 08:06
Has anybody tinkered with the x0_i0_walkway library to produce a customizable waypoint walkpath scheme? I.e. create a small set of additional commands that will allow you to program specific creatures with custom set of waypoints to follow? I needed to do this because I want to cycle a set of guards between the barracks and the guard post, and I got a little tired of them getting hung up on obstacles during the shift change. (I also used the dubious approach of adding an invalid object as the last waypoint, causing the character not to walk backwards after they reach the end.) But I'm hoping I can use the same approach to pre-program time-based destinations for various NPCs in a town, a la Oblivion.
If there is a better approach out there, please could you let me know? Thanks.
If there is a better approach out there, please could you let me know? Thanks.
#2
Posté 11 août 2010 - 11:31
Not exactly sure what you are trying to do here, can you explain it some more (or in a different way)?
Scripted waypoints might be what you are after, that lets you fire a script when they reach a specific waypoint in their WWP set.
Scripted waypoints might be what you are after, that lets you fire a script when they reach a specific waypoint in their WWP set.
#3
Posté 11 août 2010 - 06:35
Well, rather than the usual WWP set based upon a set of waypoints that have a sequence of tag identifiers, I wanted to be able to feed in a custom set of waypoint tags on the fly (in a script) and have the creature treat that as a Walk Path. That way I can just set up a cloud of waypoints and direct town residents hither and yon. Does that make sense? The scripts seems to be working for me now, but scripted waypoints would be useful as well. Is that part of the toolset or do you need an add-on? Thanks.
#4
Posté 11 août 2010 - 10:49





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