KataPUMB Posted May 17, 2016 Share Posted May 17, 2016 (edited) Is there a way to add an AI package to an actorref without having to create a quest for it? As far as i can see EvaluatePackage() only cleans the actor, and you can access to the package that is being run with GetCurrentPackage(), i just want a setpackage() or something like that but idk if it's not done or if i'm incapable of find it. Edited May 23, 2016 by KataPUMB Link to comment Share on other sites More sharing options...
KataPUMB Posted May 23, 2016 Author Share Posted May 23, 2016 bump Still with the doubt Link to comment Share on other sites More sharing options...
ThoraldGM Posted May 23, 2016 Share Posted May 23, 2016 The only way that I've found is: - create global variable RunMyPackage and set it to 0- create the package you want in NPC package list, put it at top of list with condition that it only runs if RunMyPackage == 1- set RunMyPackage == 1 at the right moment in your code- force NPC to evaluate package stack and the order/condition will make yours valid- if you want to "turn off" the package from firing anymore when NPC evaluates, set RunMyPackage == 0 again or == 2 if you want to know whether it has run before If anyone has a better way, I'd like to know too. Link to comment Share on other sites More sharing options...
KataPUMB Posted May 23, 2016 Author Share Posted May 23, 2016 it's a really good idea! i'll test it out. Thanks! Link to comment Share on other sites More sharing options...
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