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Little help here?


GeorgNihilus

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Hey there, again ... :)

 

I'm using this script to make an NPC go where I want to before vanishing, it's working as I want except for the fact that I can interact with her with the R key while she walks.

 

void ST_Move() {

SetCommandable(TRUE);

ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));

// ActionDoCommand(SetFacingPoint(Vector(-8.13, 92.12, 12.75)));

}

 

void ST_Move2() {

SetCommandable(TRUE);

ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));

}

 

void ST_Move3() {

SetCommandable(TRUE);

ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));

}

 

void ST_Move4() {

SetCommandable(TRUE);

ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));

}

 

void main() {

DelayCommand(6.0, AssignCommand(GetObjectByTag("meganfox"), ST_Move()));

DelayCommand(11.4, AssignCommand(GetObjectByTag("meganfox"), ST_Move2()));

DelayCommand(14.2, AssignCommand(GetObjectByTag("meganfox"), ST_Move3()));

DelayCommand(20.2,AssignCommand(GetObjectByTag("meganfox"), ST_Move4()));

DelayCommand(22.4, DestroyObject(GetObjectByTag("meganfox")));

 

}

There's a script in the game (TSL) named a_exit_walk which exits the area AND somehow keeps the PC from interacting with the NPC as he/she exits ...

 

so, how can I edit the previous script to exit not from the default module exit but from a spot I select? :raise:

 

thanks on advance as usual :thmbup1:

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Not sure if I followed the a_exit_walk.nss script completely, but try the following.

 

void ST_Move() {
  ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));
}

void ST_Move2() {
  ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));
}

void ST_Move3() {
  ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));
}

void ST_Move4() {
  ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));
}

void main() {
  object oTarget = GetObjectByTag("meganfox");
  SetCommandable(TRUE, oTarget);
  DelayCommand(6.0, AssignCommand(oTarget, ST_Move()));
  DelayCommand(11.4, AssignCommand(oTarget, ST_Move2()));
  DelayCommand(14.2, AssignCommand(oTarget, ST_Move3()));
  DelayCommand(20.2, AssignCommand(oTarget, ST_Move4()));
  DelayCommand(22.4, AssignCommand(oTarget, DestroyObject(oTarget)));
  DelayCommand(22.5, AssignCommand(oTarget, SetCommandable(FALSE, oTarget)));
}

 

- Star Admiral

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