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NWN SCRIPTS

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Title  Patrol script
Author  Taern
Submitted / Updated  01-28-2005 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.65
Format  Module and Code
Type  Type - General
Includes  BioWare Standard
Description
This script package is designed to do one thing : give the possibility to make patrols of guard (or whatever creature) easily for builder. These patrols have a user defined pattern, and at most 10 people in it. It follows waypoints with a specific tag (explained later). If the patrol is disturbed (fight or talk), then it will resume at the next heartbeat after the disturbance is over. Check the readme or more info ! ENGLISH and FRENCH version

Files

NameTypeSizeDownloads
Taern1106945655640patrol.rarTaern1106945655640patrol.rar
Submitted: 01-28-2005 / Last Updated: 01-28-2005
rar61.63Kb664
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Comments (12):

Posted by Builder__Anthony at 2009-08-17 17:25:50    Voted 10.00 on 08/17/09
....

Posted by Builder__Anthony at 2009-08-17 17:25:49    Voted 10.00 on 08/17/09
....

Posted by Youngbull at 2009-03-29 10:45:07    
I love this hak. But I wonder. How do I make the guards walk instead of run?

I have my waypoints quite apart so normally they would logically run. But that causes them to break formation and would become 'unrealistic' guards.

Can anyone tell me?

Posted by kragster at 2005-05-27 16:26:55    
Hmm i have a problem getting it to work. The guards disappear before they get very far. Hmm maybe i have changed some of the default scripts on accident. Can't figure it out.

Posted by Altaem at 2005-02-11 04:34:00    
Havn't tried yet, but it sounds promising. I've been wanting creatures moving in formation for a while now.

Posted by Ayath The Loafer ( 83.92.xxx.xxx ) at 2005-02-04 23:50:00    
@ Manntra

Look at lines 163-165 - those are the line with the guards confirming orders.
Simply remove the DelayCommand( Speakstring
DO NOT remove the "; break" bit at end of lines

For the guard leader I think you should consider if the guards can change formation without being told.
If you decide to change it, you will find the leader's commands in lines 141-143
Put two strokes "//" in front of the lines. Don't erase the lines. You might reconsider and want them back.

Posted by Manntra ( ..xxx.xxx ) at 2005-02-03 16:58:00    
How can I mod it to the guards can't talk at all.. just patrol quietly.

Posted by Taern ( 80.125.xxx.xxx ) at 2005-02-02 03:44:00    
Yeah but what about the pattern ? If I use your technique, the NPCs would just bump into each others, one of them may be left behind, etc.
In the mod I included, every guard follow the leader's orders, and the patrol doesn't move if everybody is not ready to go (i.e. one of the guards went far away to kill an enemy).

Anyway, I'm not explaining very clearly (and I apologize for that but English is not my mother tongue), so just check out the mod if you're curious, or else don't.

Posted by Kebus ( 69.39.xxx.xxx ) at 2005-02-02 00:01:00    
Yea all you need to do is give everyone the same tag... ie the gaurd would have a tag of "xxx" and the sergent would also have the tag of "xxx" and they can both folow a set of waypoints with the same tag sequence.

Posted by Taern ( 84.4.xxx.xxx ) at 2005-02-01 09:18:00    
What is already possible is having a NPC following waypoints without scripting.
My script allows for making a whole group of NPC (i.e. guards with an officer) following one set of waypoints and being positioned in a user-defined pattern.

Posted by whalebones at 2005-02-01 04:36:00    
with this script you can make square patrol, line patrol and other 'geometric' patrol that you can't do with the standard bioware system.

Posted by Kebus ( 69.39.xxx.xxx ) at 2005-02-01 00:05:00    
Ahhh... Cant you do this allredy without a special script? I think you can.

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