b3w4r3 Posted February 19, 2011 Share Posted February 19, 2011 He comes out, but so far only once and even that required me to wait until 1:23 AM instead of 12AM. But yeah, he only came out once, not a second time. That's because you have no package telling him to go back to the gas station. You tell him to leave then sandbox, looks like that's what he did. Link to comment Share on other sites More sharing options...
McclaudEagle Posted February 20, 2011 Author Share Posted February 20, 2011 (edited) Sorry for all these questions, etc, but how do I create an AI Package that tells the ghoul to go back into the Gas Station, then start his patrol again...and repeat that until he dies? Edited February 20, 2011 by McclaudEagle Link to comment Share on other sites More sharing options...
b3w4r3 Posted February 20, 2011 Share Posted February 20, 2011 (edited) So you want him to just move from the garage to the center of town, then turn and go back immediately, or you want him to go there then wait some amount of hours, then return to the garage? Making him keep looping it over and over without stopping can be done with just one patrol package. Having him travel and wait can be done a few different ways. Two travel packages set to must reach location, with the location being an x marker in town for one, and one in the garage for the other. Set the time for the town one to 0 to whatever time you want him to leave, so maybe 0 for 12 hours. Second travel package set to 12 for 12 hours. That will get him moving to the xmarker when the times are valid. Then just create a wander package with current location checked. No time or duration selected. That will make him stay near the xmarker of each travel package until the next travel package validates. Make sure the wander package is at the bottom of the ai package list. And like I said before make sure No Low Level Processing is unchecked on the actor. Edited February 20, 2011 by b3w4r3 Link to comment Share on other sites More sharing options...
Floatsup Posted February 20, 2011 Share Posted February 20, 2011 Just checking out the thread, good info. I'll be working on my npc's this week so Im intrested, cause I got a lot of gaurd shift/bar shift chnages coming in. One question though on the AI, what was the yellow door marker? I havent needed that yet. But I only have one npc that uses it, and she seems to asleep at the right time, I havent fully watched her though . I guess I need to do that. Link to comment Share on other sites More sharing options...
b3w4r3 Posted February 21, 2011 Share Posted February 21, 2011 Just checking out the thread, good info. I'll be working on my npc's this week so Im intrested, cause I got a lot of gaurd shift/bar shift chnages coming in. One question though on the AI, what was the yellow door marker? I havent needed that yet. But I only have one npc that uses it, and she seems to asleep at the right time, I havent fully watched her though . I guess I need to do that. The yellow marker is where you will appear when using the connecting door. They are placed when you place two doors that are linked, but it's best to move them a bit to get good positioning. Link to comment Share on other sites More sharing options...
Floatsup Posted February 21, 2011 Share Posted February 21, 2011 OK, yeah kewl, got a few of those, seems a non issue @ the moment, but thanks.All info is good though, so please keep it coming forth. Wish nexus had a better search for stuff though. I think I blew the sql engine the other day trying to get some info out of a thread. Cheers Link to comment Share on other sites More sharing options...
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