I know UncleFB's NPC control does this, but I also heard that it is not compatible with custom rest scripts, which I have. I also know that there is a way using waypoint naming that theoretically works (I think that the name is HOME), but I also heard that it doesnt work.
If anyone has successfully set this up, I would like to know how.
Making NPC's cross area transitions.
Débuté par
M. Rieder
, juin 17 2011 05:18
#1
Posté 17 juin 2011 - 05:18
#2
Posté 17 juin 2011 - 05:39
There is a way to do it, by digging through the x0_i0_walkway script to get the NPCs to look at all their waypoints, not just those in their start area, and laying down triggers to jump NPCs from one area to the next as they walk from point to point. One problem is that (since patch 1.22) NPCs in areas without a PC have their scripts shut off, no matter what you set their AI to manually, so you have to manually call their heartbeat scripts to get them to keep moving.
The mithral convoy in Last of the Dana'an walk along waypoints scattered across several areas, so you can look at that (the modified x0_i0_walkway script, the module heartbeat, creature heartbeat, and jump triggers) to see how it's done, but you'll probably be better off just faking it some how. No point scripting behavior the player won't see.
BTW, the ambient system in LotD also handles area transitions, though its a bit cumbersome to set up. You can look at Port Royal, Harker in particular as he moves between the pub and his house. That system can only handle a single-node setup, where NPCs can only shuttle between a central hub area and a bunch of peripheral areas, like different buildings in the same village. They can't journey across multiple areas (that would have required actual pathfinding calculations).
The mithral convoy in Last of the Dana'an walk along waypoints scattered across several areas, so you can look at that (the modified x0_i0_walkway script, the module heartbeat, creature heartbeat, and jump triggers) to see how it's done, but you'll probably be better off just faking it some how. No point scripting behavior the player won't see.
BTW, the ambient system in LotD also handles area transitions, though its a bit cumbersome to set up. You can look at Port Royal, Harker in particular as he moves between the pub and his house. That system can only handle a single-node setup, where NPCs can only shuttle between a central hub area and a bunch of peripheral areas, like different buildings in the same village. They can't journey across multiple areas (that would have required actual pathfinding calculations).
#3
Posté 17 juin 2011 - 05:55
I decided to just fake it. I set up a waypoint at the tavern, then at night, the NPCs walk to the waypoint, then jump to their appropriate waypoints in the tavern.





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