beancounter Posted August 27, 2004 Share Posted August 27, 2004 In all of Biowares modules there is a paths(.pth) file. I assume this is used to generate the NPC pathing, but how do you actually get a NPC to follow the pathing? Any help would be appreciated. Link to comment Share on other sites More sharing options...
Fred Tetra Posted August 27, 2004 Share Posted August 27, 2004 In modules where Non-party NPCs move around, they are following paths created by Waypoints. These are specified by placing references to .utw files in the module's .git file. I know less about the .pth file used in modules, but they appear to have nodes that are placed at key locations that form a network to allow the party NPCs to find their way around the module. In the next release of Koyor Tool, there is an option to view the network specified by the .pth file. Link to comment Share on other sites More sharing options...
Darth333 Posted August 27, 2004 Share Posted August 27, 2004 That sound good Fred! Beancouter, you can find come info concerning waypoints here: http://nwn.bioware.com/developers/Bioware_Aurora_Waypoint_Format.doc Link to comment Share on other sites More sharing options...
beancounter Posted August 28, 2004 Author Share Posted August 28, 2004 Thanks for the information. How do I get a non-party NPC to follow a walkways? I am sure it has something to do with the spawn in script. Here is what I have done so far. I created a new creature called wasteland_wraid. I also added three new waypoints called WP_waistland_wraid01, WP_waistland_wraid02, and WP_waistland_wraid03. I set GN_SetSpawnInCondition of the wraids to SW_FLAG_WAYPOINT_WALK_CIRCULAR. The wraids move to the first waypoint and then stop. I can not get them to move to any other waypoints. I am hoping that someone knows what I am doing wrong. Link to comment Share on other sites More sharing options...
Darth333 Posted August 28, 2004 Share Posted August 28, 2004 Look at k_def_ambmob.nss *edit* this may also be of some interest: http://cgi.nwvault.ign.com/yabb/YaBB.cgi?board=Official;action=display;num=1019119770 Link to comment Share on other sites More sharing options...
beancounter Posted August 28, 2004 Author Share Posted August 28, 2004 Thanks again Darth. That is what I thought you were supposed to do and it is. It is very irritating that a simple syntax error caused by scripts to fail, even though they compiled. My creature was called wasteland_wraid and I set my waypoints as WAIST( ) land_wraid. The sad thing is I even typed the same error into my post here on the forums. BTW, if anyone is interested you do not need to worry about the Spawn in condition. Just set your creatures spawn script to k_def_spawn01 Link to comment Share on other sites More sharing options...
Xavier2 Posted December 6, 2004 Share Posted December 6, 2004 Originally posted by Darth333 Look at k_def_ambmob.nss *edit* this may also be of some interest: http://cgi.nwvault.ign.com/yabb/YaBB.cgi?board=Official;action=display;num=1019119770 It should be WP_NPCTAG_0X or WP_NPCTAG0X? What is the max number of characters the WP_NPCTAG.utw can support? EDIT: Also what should i oplace in the tempresref and tag field of the .git file. Link to comment Share on other sites More sharing options...
beancounter Posted December 7, 2004 Author Share Posted December 7, 2004 The tag format should be: wp_NPCTAG : This should be the location the NPC spawns at wp_NPCTAG_01: The location the NPC moves too wp_NPCTAG_0X: The next location the NPC moves too The tempresref should be NPCTAG I am not sure how many NPCs you can have following a tag, but I had 5. Link to comment Share on other sites More sharing options...
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