Lotion Soronnar wrote...
And yet ANOTHER question.
I want a NPC to move (walk, visibly) after a conversation to a new location.
Now, since this is a npc I added to a singleplayer area with a script, I can't use ambient behavior to move it.
Is there any way to make it happen or should I drop the idea?
Put a script on the end of the conversation. There's a function, I think it's AmbientStart, which you can use to specify whatever behavior you want from the ambient system. If neccessary, you can set the local variables using SetLocalString or SetLocalInt to set up whatever ambient behavior you would have were the creature placed directly in the area.
Or you could call UT_QuickMove to tell the creature to move to the waypoint.





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