Is it possible to make NPCs walk around and area? I think that most areas look dull with NPCs just standing there, is there anyway to add waypoints for the NPC to follow, to make him/her walk about?
Walkable NPCs....
Débuté par
DecalGuy
, déc. 21 2009 11:09
#1
Posté 21 décembre 2009 - 11:09
#2
Posté 22 décembre 2009 - 09:58
Check this out: social.bioware.com/wiki/datoolset/index.php/Ambient_behaviour
Modifié par BioSpirit, 22 décembre 2009 - 09:58 .
#3
Posté 26 décembre 2009 - 04:02
The Wiki, is not too clear on how to actually make the NPC move around. Is this done through a script- and if so, can someone post an example or point me in the direction of a tutorial? I have made numerous changes to the NPC's Variables regardint ambient movement - but he just stands there with no movement. I must be missing something obvious.
#4
Posté 26 décembre 2009 - 07:56
If you want the NPC to do something more complicated than just walking around you do need a script. You can setup NPC to walk a set of waypoints without a script. It's explained well enough in the wiki but it may be difficult to find the right page.
What does your NPC need to do ?
EDIT: The NPC's do not move in the area editor. You need to test the area in the game.
What does your NPC need to do ?
EDIT: The NPC's do not move in the area editor. You need to test the area in the game.
Modifié par BioSpirit, 26 décembre 2009 - 08:00 .
#5
Posté 26 décembre 2009 - 08:21
If you have a NPC called Duncan with a tag of "npc_duncan". Then..
1. Create a set of waypoints (let's say 3 waypoints) in the area.
2. Edit the tags of the waypoints to read (ap_npc_duncan_01, ap_npc_duncan_02 and ap_npc_duncan_03) Default scripts will search these names for a guy call npc_duncan.
3. Open the Variables
4. Set AMBIENT_SYSTEM_STATE to 2
5. Set AMBIENT_MOVE_PATTERN to 1
6. Export your area and run it in the game.
1. Create a set of waypoints (let's say 3 waypoints) in the area.
2. Edit the tags of the waypoints to read (ap_npc_duncan_01, ap_npc_duncan_02 and ap_npc_duncan_03) Default scripts will search these names for a guy call npc_duncan.
3. Open the Variables
4. Set AMBIENT_SYSTEM_STATE to 2
5. Set AMBIENT_MOVE_PATTERN to 1
6. Export your area and run it in the game.
Modifié par BioSpirit, 26 décembre 2009 - 08:21 .
#6
Posté 27 décembre 2009 - 02:27
Thanks for the help! I did not have AMBIENT_SYSTEM_STATE set. I now have a squad of guards marching to an area then each guard posts to a separate guard post
- One issue I found - if you want the NPC to go to a room with a door, (along a set of waypoints) in the same area, he cannot open the door and the game crashes. So if one of the waypoints in a path (ap_<tag>_##) is behind a closed (unlocked) door the game crashes. Solution now is to leave that door in the open state. I will try a trigger using UT_OpenDoor, but the waypoint inside the room still crashes the game as soon as it is called as the next point in the series.
#7
Posté 27 décembre 2009 - 08:42
Couldn't you put a waypoint outside the door with a trigger to open the door, then have another waypoint that is inside the room? That way, the "inside the room" waypoint doesn't get triggered until after the UT_OpenDoor gets triggered.
#8
Posté 28 décembre 2009 - 07:39
There was a place in the OC where I know for a fact that a patrolling NPC will open doors. It is when you infiltrate Arl Howe's estate. There is a straight hallway with doors to either side that lead into libraries. There is one guard who walks between the two rooms. If you close the doors to the libraries, the guard will open the doors on his own.
I would suggest you open up the area file and see how they did it before you spend too much time with triggers and scripts. There may be an easier way to do it.
I would suggest you open up the area file and see how they did it before you spend too much time with triggers and scripts. There may be an easier way to do it.





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