Blaster Posted June 30, 2002 Share Posted June 30, 2002 I wish to do a script which allows an NPC to run to a waypoint and then stop. Does anyone know how this can be done. Link to comment Share on other sites More sharing options...
ra_rasmus Posted June 30, 2002 Share Posted June 30, 2002 Read the ICARUS Manual.doc that follows with the second version of the JK2Editing SDK. You should be able to find it out there!! Link to comment Share on other sites More sharing options...
Blaster Posted June 30, 2002 Author Share Posted June 30, 2002 I've looked through that it talks about an NPC going through 3 waypoints but when I tried this my NPC just ran on the spot and didn't move. Link to comment Share on other sites More sharing options...
ra_rasmus Posted June 30, 2002 Share Posted June 30, 2002 I also had that problem but I just went through the ICARUS completely and mixed my script with the ones from SP_scripts.zip! Link to comment Share on other sites More sharing options...
Xcom Posted June 30, 2002 Share Posted June 30, 2002 NPC runs to NAVGOAL and stops: //Generated by BehavEd rem ( "comment" ); affect ( "NPC_Targetname", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "NAVGOAL_targetname" ); } dowait ( "go1" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" ); } This should be triggered by target_scriptrunner because it "affects" an NPC. If you wanna make it a spawnscript, you should remove "AFFECT" line. Link to comment Share on other sites More sharing options...
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