GeorgNihilus Posted August 23, 2007 Share Posted August 23, 2007 Hi people , Ok now I'm in need of a script to make an NPC, let's say Visas Marr, leave an Ebon Hawk room after a chat; and position herself in her default ship location ... I don't know if using a preexisting game script like a_exit_walk for example will work; cause these scripts theorically destroy the object ... can they destroy a party member ?? maybe with a little editing I can use it to make her walk out of a room after a dialog ... here is the in-game script I'm talking about: //:: a_exit_walk /* Causes an NPC to walk to waypoint K_EXIT and destroy self iPlot - Keep the PC from interacting with the NPC as it walks away */ //:: Created By: Preston Watamaniuk //:: Modified By: Ferret Baudoin //:: Modified By: Tony Evans 10/1/04 //:: Copyright © 2002 Bioware Corp. #include "k_inc_debug" #include "k_inc_utility" void main() { int nParam1 = GetScriptParameter(1); int iPlot = GetScriptParameter(2); if (iPlot) DelayCommand( 0.5, ActionDoCommand(SetCommandable(TRUE))); DelayCommand( 0.5, UT_ExitArea(FALSE,nParam1) ); if (iPlot) DelayCommand( 0.5, SetCommandable(FALSE)); } Thanks for everything guys ... Link to comment Share on other sites More sharing options...
stoffe Posted August 23, 2007 Share Posted August 23, 2007 Hi people , Ok now I'm in need of a script to make an NPC, let's say Visas Marr, leave an Ebon Hawk room after a chat; and position herself in her default ship location ... Something like this might work: void main() { object oVisas = GetObjectByTag("visasmarr"); object oVisWP = GetObjectByTag("WP_gspawn_visasmarr"); if (GetIsObjectValid(oVisas) && GetIsObjectValid(oVisWP)) { AssignCommand(oVisas, ClearAllActions()); AssignCommand(oVisas, ActionForceMoveToObject(oVisWP)); } } Link to comment Share on other sites More sharing options...
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