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));
}
}
}
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