NPC Waypoints

This forum is for those interested in discussing NWN scripting.

Moderators: DM_eaze, Luceran, DM_Jaydaan, ST_DM_Myle, dm_xeen1, DM Nexus, DM_TrainWrek, Carpe_DM1, DM_Unicorn, DM_Griphon, DM_Shadowlands, dm_zane, DM_Centaur, DM_Mystic, DM Rendyll, DM_Avalon

Locked
User avatar
jackybaby
Count
Count
Posts: 132
Joined: Tue Jul 04, 2006 3:02 pm
Location: Northwestern US

NPC Waypoints

Post by jackybaby »

Anyone have insight on how to link the last waypoint to the first without overlaying it?
The wise man speaks because he has something to say. The fool speaks because he has to say something.
User avatar
driller
Site Admin
Site Admin
Posts: 4792
Joined: Tue Jul 04, 2006 8:52 am
Contact:

Re: NPC Waypoints

Post by driller »

I am not sure what you mean.

-driller
jackybaby wrote:Anyone have insight on how to link the last waypoint to the first without overlaying it?
User avatar
jackybaby
Count
Count
Posts: 132
Joined: Tue Jul 04, 2006 3:02 pm
Location: Northwestern US

Post by jackybaby »

When creating a waypoint set for an NPC to follow, the NPC only follows along in a linear pattern. i.e. "point a" to "point b"; "point b" to "point c"; and back again.

I wish to know how to link "point c" to "point a" without having to create a "point d" and overlay it on top of "point a".
The wise man speaks because he has something to say. The fool speaks because he has to say something.
User avatar
driller
Site Admin
Site Admin
Posts: 4792
Joined: Tue Jul 04, 2006 8:52 am
Contact:

Post by driller »

Why?

-driller
jackybaby wrote:When creating a waypoint set for an NPC to follow, the NPC only follows along in a linear pattern. i.e. "point a" to "point b"; "point b" to "point c"; and back again.

I wish to know how to link "point c" to "point a" without having to create a "point d" and overlay it on top of "point a".
User avatar
jackybaby
Count
Count
Posts: 132
Joined: Tue Jul 04, 2006 3:02 pm
Location: Northwestern US

Post by jackybaby »

Just curious as to if I was doing it correctly. If overlaying the last waypoint is the only way to create a loop, then that's what I must do I suppose.
The wise man speaks because he has something to say. The fool speaks because he has to say something.
User avatar
Caesius
Duke
Duke
Posts: 735
Joined: Wed Jul 05, 2006 8:57 am
Location: Somewhere within the Imaginary Number Domain...

Post by Caesius »

Is this information related to your query?
Last edited by Caesius on Wed Nov 22, 2006 10:13 pm, edited 1 time in total.
The only constant is change.
User avatar
jackybaby
Count
Count
Posts: 132
Joined: Tue Jul 04, 2006 3:02 pm
Location: Northwestern US

Post by jackybaby »

Caesius wrote:Is this information related to your query?
Thanks, that information answered my question and then some. I appreciate it.
The wise man speaks because he has something to say. The fool speaks because he has to say something.
User avatar
Difas
Duke
Duke
Posts: 272
Joined: Sun Sep 03, 2006 3:15 pm
Location: no, you dont want to know...

Post by Difas »

how can i make something wander randomly? if thats possible...
PURPLE!!!!

PLAYING:
Difas Cend: Gnome Bard, Purple Wonder

Zed: Mule :P

Zacho Cend: Druid of Lia, Slayer of Umgahs
User avatar
Pretty Fly White Guy
Duke
Duke
Posts: 1350
Joined: Tue Jul 04, 2006 4:40 pm
Location: Yorkshire
Contact:

Post by Pretty Fly White Guy »

you'd have to make a lot of waypoints, and then they would seem to walk randomly.
User avatar
Elf of Silver
Knight
Knight
Posts: 38
Joined: Wed Aug 30, 2006 1:13 pm
Location: Ohio

Post by Elf of Silver »

Or you could write a wandering script and put it in the OnSpawn of the creature. Something like this should work:

Code: Select all

void main()
{
ActionRandomWalk();
}
User avatar
Difas
Duke
Duke
Posts: 272
Joined: Sun Sep 03, 2006 3:15 pm
Location: no, you dont want to know...

Post by Difas »

thanks... its just that paterns are ugly...
PURPLE!!!!

PLAYING:
Difas Cend: Gnome Bard, Purple Wonder

Zed: Mule :P

Zacho Cend: Druid of Lia, Slayer of Umgahs
Locked