Hi everyone.Here's my questions.My campaign is nearly over now and I'm just trying to make a big city more alive.I made about 10 NPCs on a central square that have X2_L_SPAWN_USE_AMBIENT set to 1.They interact with each other and everyone's happy.On the next lively part I made 10 more with the same properties but they stay still.Is there a reason that their ambient animations are blocked ?We are talking about same area, same city, same scripts on all NPCs.
Animations
Débuté par
andysks
, juin 10 2013 10:22
#1
Posté 10 juin 2013 - 10:22
#2
Posté 10 juin 2013 - 11:27
Forgive me if these are too basic -- Checked the walk mesh? Baked after making the second part? NPCs are not set to "immobile"? They have paths possible to reach each other?
#3
Posté 10 juin 2013 - 01:37
Sometimes the most basic is the best answer.The area is not re-baked but the walkmesh shows it is walkable.Also the area where they stand is a market place, with stalls around and one in the middle.Maybe the middle one is causing the problem ?In any case, the NPCs are not immobile cause I checked them with normal WPs and they walk them fine.I'll try to rebake and maybe make the area a bit more clear and will tell you how it went.Thanks.
#4
Posté 14 juin 2013 - 08:51
So after A LOT of headache I figured the problem.Since I made a lot of NPCs that I wanted the ambient animations on, I coppied X2_L_SPAWN_USE_AMBIENT and set it to 1 and then paste it to the rest as a variable.Unfortunatelly, when I coppied I chose a letter less....and here I was looking for help
.Most of the times it is something like that that gives a headache.Like setting a local int on PC with a § instead of $ and wondering why the convo is going to hell
.Thanks again Tchos.
#5
Posté 14 juin 2013 - 09:53
Although my suggestions didn't help, I'm glad to hear you found the problem.





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