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Pathnodes and Script Usage


Braclo

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I guess not. After that all you should need is a script attached to the object with "DisableLinkedPathPoints" set to go off whenever the house is enabled.

 

Thanks, Yea I made a mini mod with a NPC wandering and just a activator that has a script to enable/disable linked path points that is linked to a object. It worked all well. So it should be working in my actual mod but it aint, the only thing that is different is that it is in a quest script. Can that be the problem?

 

The disable path points command needs to be executed inside a script attached to the object, since I don't think this command accepts outside refrences.

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The disable path points command needs to be executed inside a script attached to the object, since I don't think this command accepts outside refrences.

 

Well thing is, with that mini mod, I used a activator with a script that calls the wood post (I liked the path nodes to that) by reference and called the disable path points command. eg. RefWoodPost.disablepathpoints. I did this cause static objects don't have script options, so you need to reference them.

 

Now that seemed to have worked since if the npc is on that path and I disabled it, he changed his direction, looking for the closest path.

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