Aller au contenu

Photo

taking a gander- npcs always face east


  • Veuillez vous connecter pour répondre
3 réponses à ce sujet

#1
Wall3T

Wall3T
  • Members
  • 461 messages
hello again!

im taking a gander at a little issue i have been having for some time now. im not sure how to explain it so i brought some pictures with me <great, now hell bore us with slide pics of family>  what? no way! shoosh brain!

i thought i could share this little issue to see if anyone may know if its somethihg they have expeienced before <or not>

so ok, im developing a mod (uses cep 2.4) i use a run-off of the old Rhun Modules as the base model. Meaning im only using the scripts and creating my own npcs and areas <he likes to call it it recycling> shoosh its not true!

now everytime i engage a dialogue from created blueprint npcs they all seem to face east? <what?> now when i import npcs they dont seem to do this. does anyone have any idea what could be causing this?<we would appreciate the help, if any is given>

so here i am engaging in a wonderful concersation with a caravan leader <nothing harmless about that>

s1350.photobucket.com/user/raven_blood_123/media/probla1_zpseb233a9d.jpg.html

and here i am finishing (leaving) the dialogue, and the npc immediatly faces Eastward

s1350.photobucket.com/user/raven_blood_123/media/probla2_zpsaef83ce1.jpg.html

does anyone have an idea as to what could cause this?

Modifié par oOKyeOo, 12 août 2013 - 04:35 .


#2
Terrorble

Terrorble
  • Members
  • 194 messages
I don't know, and I don't notice my NPCs doing this, but a spot you might check is on the "current file" tab of the conversations. The script there is what runs after a conversation, and maybe there is something different between the imported and created NPCs... if you haven't checked it already.

#3
Fester Pot

Fester Pot
  • Members
  • 1 395 messages
Yup. Could possibly be the reason Terrorble mentions - that the default script used for conversations - has been altered in such a way the NPCs turn in another direction.

Check inside the NPCs conversation - anyone turning east - as they most likely will all share the same script.

You'll see in the lower right corner a number of TABs.

TEXT APPEARS WHEN - ACTIONS TAKEN - etc.

Scroll them to the end until you reach the CURRENT FILE TAB.

Open the script assigned to End Conversation (default: nw_walk_wp)

Inside this script, search for -

SetFacing

This would be your culprit if found.

Additionally, the script may not have been modified, but rather, a deeper script - x0_i0_walkway - which is referenced in the conversation script (nw_walk_wp), either by the original author of the PW or by importing a script set that overwrote x0_i0_walkway.

Finally, check the variable stored on the NPC (right click - VARIABLES) for -

X2_L_WAYPOINT_SETFACING int 1

This turns NPCs to face the waypoint they're associated with, which also might be causing NPCs to turn, which is referenced in x0_i0_walkway default NWN script.

if(GetLocalInt(oWay,"X2_L_WAYPOINT_SETFACING") == 1)
{
ActionDoCommand(SetFacing(GetFacing(oWay)));
}


If none of the scripts have been altered, then I'd go with the variable being set on the NPC in the pallette or created OnSpawn - depending on who the builder set up NPC creation.

FP!

Modifié par Fester Pot, 12 août 2013 - 05:14 .


#4
Wall3T

Wall3T
  • Members
  • 461 messages
thanks for the in sights Terrorble & Fester Pot.

this is what i found on the created npcs

float oWay1 = GetFacing(GetNextWalkWayPoint(OBJECT_SELF));
AssignCommand(OBJECT_SELF, SetFacing(oWay1));
WalkWayPoints();
DelayCommand(2.0, WalkWayPoints());

but should i have it set like this to remove the walk waypoints?

float oWay1 = GetFacing(GetNextWalkWayPoint(OBJECT_SELF));
ActionDoCommand(SetFacing(GetFacing(oWay)));
WalkWayPoints();
;

now as i found out, the imported npcs use a "at_mageabort" under theres which goes:

#include "NW_I0_GENERIC"
#include "inc_dye"

void main()
{
DeleteReferenceCards();
WalkWayPoints();
}


which to me sounds like a much simpler script and nothing to really do with facing anything at all

Modifié par oOKyeOo, 12 août 2013 - 07:07 .