JavaGuy Posted August 28, 2004 Share Posted August 28, 2004 I have a script that sets an Reborn NPC's nav goal during a cinematic when the NPC is first triggered. No problem...he walks right to it, then activates his sabre, very dramatic. But then I want the Reborn to jump (or at least run over to) a certain nav goal when the player walks through a certain trigger. So the trigger is inactive at first, then activated when the Reborn spawns, and targets a scriptrunner that runs this script: affect ( get( STRING, "SET_PARM1"), /*@AFFECT_TYPE*/ FLUSH ) { task ( "goto" ) { set ( "SET_BEHAVIORSTATE", "BS_CINEMATIC" ); set ( "SET_NAVGOAL", get( STRING, "SET_PARM2") ); } do ( "goto" ); } Now...nothing happens! Before you ask... Yes, I'm sure the script gets run. The Reborn does indeed enter cinematic state and stop fighting when I walk through the trigger. He just doesn't go the the nav goal. Yes, parm2 on the script runner is set to the targetname (not the script_targetname) of the nav goal. Any suggestions? Thanks in advance, Sam Link to comment Share on other sites More sharing options...
Mercenary Posted August 30, 2004 Share Posted August 30, 2004 I don't know about this parm stuff, I find it just complicates things. It's best to use names and descriptions that mean something. Just give your NPC an NPC_targetname and use his name in the affect statement. Change the "do" to a "dowait" If you want your NPC to jump to a navgoal you have to change his behavior state to BS_JUMP. Link to comment Share on other sites More sharing options...
lassev Posted August 30, 2004 Share Posted August 30, 2004 The reborn needs to have the parm2, not the script_runner. If you affect the reborn, then the parm2 is retrieved from his properties. Link to comment Share on other sites More sharing options...
JavaGuy Posted August 31, 2004 Author Share Posted August 31, 2004 I'm using PARMs because I'm going to have a bunch of these and don't want to write a bunch of scripts that are all identical except for a few target names. I think lassev has hit upon the answer--It's the NPCs PARM it gets because the Affect essentially creates a new script and pushes it off on the NPC. I'll test it as soon as I get home. Good catch, and thanks! What I'll probably do is grab the value from the scriptrunner and put it in a global variable. Link to comment Share on other sites More sharing options...
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