is there any way to check the state, or something of a trap object to know if it is trapped ?
Dremor
Member Posts: 40
so far i was able to make my rogue npc to automatically move to a trap and disable it...
the problem is... npc likes the trap so much, even when is disabled... it keeps trying to disable it again...
the trap was found with:
// *Thief - Disable Traps*
IF
See([126.0.255.0.0.0.0])
THEN
RESPONSE #100
//DisplayStringHead(Myself,519) //"Help me! If you don't help me, they'll kill me."
RemoveTraps([126.0.255.0.0.0.0])
END
// *Scout - Detect Traps*
IF
ActionListEmpty()
OR(2)
Class(Myself,THIEF_ALL)
Class(Myself,MONK)
!ModalState(DETECTTRAPS)
!ModalState(STEALTH)
Global("u_AnyoneDetectEnemy","GLOBAL",0)
THEN
RESPONSE #100
FindTraps()
END
the problem is... npc likes the trap so much, even when is disabled... it keeps trying to disable it again...
the trap was found with:
// *Thief - Disable Traps*
IF
See([126.0.255.0.0.0.0])
THEN
RESPONSE #100
//DisplayStringHead(Myself,519) //"Help me! If you don't help me, they'll kill me."
RemoveTraps([126.0.255.0.0.0.0])
END
// *Scout - Detect Traps*
IF
ActionListEmpty()
OR(2)
Class(Myself,THIEF_ALL)
Class(Myself,MONK)
!ModalState(DETECTTRAPS)
!ModalState(STEALTH)
Global("u_AnyoneDetectEnemy","GLOBAL",0)
THEN
RESPONSE #100
FindTraps()
END
0
Comments
Ah. It is specific to the traps in that area...
i remember someone made an ai for nwn 2 very good called tony, not sure if nwn1 has such ai... the npc disable traps, recover them and open any closed locks they find, they also loot objects
kinda nice that way you can focus on 1 toon only most of the time...