Blink Doggy Problems
Zephirius
Member Posts: 419
Sorry. Meant to post in the scripting forums...
I'm wondering how to get these puppies to blink.
Do I need to mess with these scripts below? If so how do I go about it. Or are they suppose to work right out of the box, so to speak?
I'm wondering how to get these puppies to blink.
Do I need to mess with these scripts below? If so how do I go about it. Or are they suppose to work right out of the box, so to speak?
//:://///////////////////////////////////////////// //:: NW_C2_DIMDOORS.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* OnSpawnIn, sets up creature to teleport during combat (requires NW_C2_DIMDOOR.nss on the user defined event for the creature) */ //::////////////////////////////////////////////// //:: Created By: //:: Created On: //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { // OPTIONAL BEHAVIORS (Comment In or Out to Activate ) **************************************************************************** //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION); //SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION); // This causes the creature to say a special greeting in their conversation file // upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired // greeting in order to designate it. As the creature is actually saying this to // himself, don't attach any player responses to the greeting. //SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET); // This will set the listening pattern on the NPC to attack when allies call //SetSpawnInCondition(NW_FLAG_STEALTH); // If the NPC has stealth and they are a rogue go into stealth mode //SetSpawnInCondition(NW_FLAG_SEARCH); // If the NPC has Search go into Search Mode //SetSpawnInCondition(NW_FLAG_SET_WARNINGS); // This will set the NPC to give a warning to non-enemies before attacking SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); //This will play Ambient Animations until the NPC sees an enemy or is cleared. //NOTE that these animations will play automatically for Encounter Creatures. // NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME. //SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.) //SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.) //SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.) //SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.) // CUSTOM USER DEFINED EVENTS /* The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined events user 1000 - 1010 */ //SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002 //SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005 //SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006 //SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003 //SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004 //SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 // DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to. WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0) // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after // combat. }
//:://///////////////////////////////////////////// //:: NW_C2_DIMDOOR.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Creature randomly hops around to enemies during combat. */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: January 2002 //::////////////////////////////////////////////// void JumpToWeakestEnemy(object oTarget) { object oTargetVictim = GetFactionMostDamagedMember(oTarget); // * won't jump if closer than 4 meters to victim if ((GetDistanceToObject(oTargetVictim) > 4.0) && (GetObjectSeen(oTargetVictim) == TRUE)) { ClearAllActions(); effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); // SpeakString("Jump to " + GetName(oTargetVictim)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF)); DelayCommand(0.3,ActionJumpToObject(oTargetVictim)); DelayCommand(0.5,ActionAttack(oTargetVictim)); } } void main() { // * During Combat try teleporting around if (GetUserDefinedEventNumber() == 1003) { // * if random OR heavily wounded then teleport to next enemy if ((Random(100) < 50) || ( (GetCurrentHitPoints() / GetMaxHitPoints()) * 100 < 50) ) { JumpToWeakestEnemy(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY)); } } }
0
Comments