Korodic Posted August 7, 2011 Share Posted August 7, 2011 Hey, I'm trying to create a quest and I hit a mini-snag... I've never learned how to make NPC's follow specific instructions for certain parts of quests. Up till now I've kind of been cleverly staging things to happen... but the time for that is over (unless I wanna do side-work that could only be considered a messy job). So can anyone help? Here is the situation I want to happen:You meet up with an NPC outside of a cave, and talk to him. He then (after you are done talking with him which DOES change the current quest's stage) travels into the cave. The better question... How do I use AI packages to override other ones at certain points (like a man in a bar idols, but when you hit a trigger, he runs like hell away from you) I rephrased it a few ways, and explained it as best I couldddddd help this poor... cute... awesome... face-palming noob :hurr: Link to comment Share on other sites More sharing options...
stevie70 Posted August 8, 2011 Share Posted August 8, 2011 Here is the situation I want to happen:You meet up with an NPC outside of a cave, and talk to him. He then (after you are done talking with him which DOES change the current quest's stage) travels into the cave. The better question... How do I use AI packages to override other ones at certain points (like a man in a bar idols, but when you hit a trigger, he runs like hell away from you)well for the after talking part, there's a blocktype saytodone (begin SayToDone or begin SayToDone YourTopicName) that's running when a certain topic or any next topic (depending on if you specify a topic at block start) has been said. and for the package thing, that's easy: you just add conditions to your ai-packages. say you ask for GetScriptVariable (but you can of course as well check for about anything else), then you just add a variable to your npc's, quest's or whatever's script, like int GoCave, condition your according package to run when GetScriptVariable GoCave == 1, so then you just set the variable to 1 and do EvaluatePackage or short evp, which causes the npc to check his packages for one that suits the current conditions. he will check your list from top to bottom, so the first package in the list that _can_ run (so set the others to NOT run when GoCave == 1) will be selected. i'd recommend to always condition packages unambigiously anyway, so your npc's don't start doing weird stuff. hope that helps so far Link to comment Share on other sites More sharing options...
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