Jump to content

Trigger an NPC to an Idle location ?


low8all

Recommended Posts

I have an NPC that bounces back and forth between two Idle locations but I would love it if, when the player hits a trigger, that NPC would walk to the location closest to the player where the player can interact with it - then when the interaction (dialogue) is finished, the npc goes back to its package and the trigger resets. How might I accomplish this?
Link to comment
Share on other sites

I have an NPC that bounces back and forth between two Idle locations but I would love it if, when the player hits a trigger, that NPC would walk to the location closest to the player where the player can interact with it - then when the interaction (dialogue) is finished, the npc goes back to its package and the trigger resets. How might I accomplish this?

 

you will have to use another AI package. the current package you have will have to be unchecked on the "Continue if PC near"flag, then you will have to make the new package a dialog package, and make sure the radius isn't too far because you don't want that character hunting your PC down in the wasteland.

 

fool around in the AI packages for a while, set your fallout launcher to windowed mode, and do a bunch of playtesting until you get the desired effect.

Link to comment
Share on other sites

I have an NPC that bounces back and forth between two Idle locations but I would love it if, when the player hits a trigger, that NPC would walk to the location closest to the player where the player can interact with it - then when the interaction (dialogue) is finished, the npc goes back to its package and the trigger resets. How might I accomplish this?

 

you will have to use another AI package. the current package you have will have to be unchecked on the "Continue if PC near"flag, then you will have to make the new package a dialog package, and make sure the radius isn't too far because you don't want that character hunting your PC down in the wasteland.

 

fool around in the AI packages for a while, set your fallout launcher to windowed mode, and do a bunch of playtesting until you get the desired effect.

 

Ha, that would funny and sad having that NPC running round the wastes trying to initiate a conversation with the player. omg, lol.

 

Okay so I have only 1 package that uses two linked Idles. So you're saying I need to deselect the 'continue if PC is near' on the current package then add a second package, that does what exactly? Like a MoveToPlayerPackage is ideally what I'd like but how do I get the NPC, who would be in the middle of his current package and 50/50 chance at the other location way off somewhere, to stop what he's doing there and move to the idle point where I want him to be?

 

Seems to me that's more a trigger event. Can I trigger a package to start? How would I do that? I've done triggering enables/disables for sounds but that's nothing and I tried (thinking it might be easy to do) but there didn't seem to be a way to directly link a trigger to an ai package in order the enable or disable it.

Link to comment
Share on other sites

Well I'm not having any luck with this. I can't call an NPC from the trigger and when I try and script the AIpackage to start on the NPC, for use on the trigger, I get errors that I can't reference NPC's - ugh.

 

Well, if you are wanting to use a trigger, and you are using a script trynig to call an NPC, you need to give the NPC a ref editor ID, as far as a way to accomplish what you are tying to do i can only point you in a direction,

 

try setting up an activator near your NPC, then make an object script and set the NPC current AIpackage to done, then either start the desired AIpackage or use the ADDscriptpackage if you have a working script for the desired AI routine.

 

I would ask Cipscis about this one. he is a a knowledgeable scripter.

Link to comment
Share on other sites

Thanks for the insight Crow. I got it working now.

 

I used two triggers, one in and one out - I couldnt get the variables between the two scripts to talk OR get the two trigger effects into one script. ):

 

I added a GoToPc package connected to an xmaerkerheading then added the package to the PCref upon tiggering the callTigger - then basically the opposite when triggering the sendToDefault trigger - a remove package and evaluation so the NPC goes back ot its default package - works like a charm (:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...