weeg2 Posted December 24, 2008 Share Posted December 24, 2008 Ive tried almost everything. I even looked up in the GECK site to see how to do it:http://geck.bethsoft.com/index.php/Guard_Package looking at this, i read: "Radius: If it has a radius greater than 0, the actor will wander within that radius. " Well i tried that but the npc's still wander all over, im wondering whats wrong ? (ive set both the guard radius and the radius to 0, but they still wander.... am i doing something wrong ?) Link to comment Share on other sites More sharing options...
DDigit Posted December 24, 2008 Share Posted December 24, 2008 Make sure you're not using a guard and a patrol AI package at the same time. Also some other packages might conflict. Personally I let my guards patrol reference points and idle markers. If you find out how it works please post the answer though. Good luck. Link to comment Share on other sites More sharing options...
Khet Posted December 24, 2008 Share Posted December 24, 2008 A simple package for SayAtLocation would work. You could most likely just find one of the existing ones and then change the ID (only if it uses anything else but Editor Location, otherwise you can use the same one) and voila, add the package to the NPC. Link to comment Share on other sites More sharing options...
weeg2 Posted December 24, 2008 Author Share Posted December 24, 2008 I realized my mistake, i was working on the wrong package. Works now, but whenever my guards move to do something like kill an enemy, they stay at theyre new locations instead of the original one. Any way to make the npc's move back to theyre assigned spots ? Link to comment Share on other sites More sharing options...
DDigit Posted December 24, 2008 Share Posted December 24, 2008 Simply bind the guard to a marker? then make the guard package relative to that reference, not the guard itself. Link to comment Share on other sites More sharing options...
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