NPC ACTIVITIES 6.0 features a reworked architecture which offers more control and uses less CPU time. As of this release it is still classified as BETA due to the fact there are additional new features I am working on. As is this script supports everything 5.7.x did. This is hopefully your one stop script for you NPC needs. When it is completed it should definately be. This script is a powerful tool in the hands of both scripters and NON-SCRIPTERS. It was originally made with NON-SCRIPTERS in mind. Please vote and if it is negative leave constructive criticism so, I can fix things. See version history - released things I've had for awhile to the public. Most is in the advanced features section.
This is an add-on for NPC ACTIVITIES 6.1. This is a non-Beta Release. This offers an encounter system, a method of having lairs change hands based upon which occupants happen to wander there, how the lairs grow, and eventually supports lairs reaching populations such that they can also send forth raiders. The goal is to support a more dynamic environment that changes based on the actions of players and NPCs in the game.
NPC ACTIVITIES 6.1 - This is not as complete a 6.1 as I would like but, I am busy working with DLA. So, I decided to get improvements out to the public. The majority of these improvements can be found in the ADVANCED SECTION of the documentation and include many ways to improve performance on your system. I still have people wanting a complete monetary system documentation. I will work on that ASAP. DLA has me a bit busy at the moment so bear with me.
Full 6.1 + Dynamic Lairs - No documentation - Files only [CONSIDER BETA UNTIL I REMOVE THIS] - I noticed some of the files in the above installations were not the most recent so, I released this erf to see if it corrects some weird oddities people are reporting. If the Last Modified on your NPCACT_STATES script says 5/2006 then it is out of date. The most recent is actually 09/16/2007.
Using the NPC Act 6.1 wrap's, my npc stops conversating with the PC? Do I have to alter the standard wrap for PC being able to communicate with that npc? When I replace the npcact_wrap4 with the default nw script, it works fine. _________________________ Dark Lord Azagthoth Link
Posted by Civious at on04/13/08
Excellent scripts! I think I have found a minor bug while testing this, I couldn't get an NPC to sit on a bench. npcact_h_core line 660 ".....benchpew....."; shouldn't that be "....bench|pew...."?
Posted by DevaWinblood at 2007-12-0618:38:09
Yes, I think I did get your email. I think problems are from older files getting into a recent release. I am working on correcting this now and have some people testing it.
Posted by Narph at 21:09:30 Voted10.00
I was wondering if you got my email?
Posted by DevaWinblood at 2007-10-2115:12:08
I rarely check that yahoo email. dwinblood at gmail.com Is my email address I check regularly.
Posted by Narph at 10:52:24 Voted10.00
I sent a email to you yahoo address you sent out after you changed from direcway.com address if thats not the right one just shoot me a email.
Posted by DevaWinblood at 2007-10-1202:34:23
Yeah, go ahead and send it to me. The test mod. I'll then check the code and see about getting a new release up. I just released an update to the Dynamic Lairs add-on which has an additional feature. (see the version history in the docs for what it is if you use this add-on) The feature was requested by Daemon Blackrazor.
Posted by Narph at 02:06:47 Voted10.00
The movement type E#/# is not working. I think I found the problem In your script "npcact_states" Line 240 It needs to set nN=8; These int are different then the ones called in "npcact_h_moving" Line 245 SetLocalInt(oMe,"nGNBEDepart",StringToInt(sS3)); Line 246 SetLocalInt(oMe,"nGNBEAppear",StringToInt(sS2)); In your script "npcact_h_moving" These are the int called Line 625 nN=GetLocalInt(oNPC,"nGNBVFX1"); Line 628 nN=GetLocalInt(oNPC,"nGNBVFX2"); Also in your script "npcact_h_moving" It needs to be nGRun instead of nRun Line 622 else if (nRun==8) I changed these things I listed and movement type E#/# is working for me now.
Posted by Narph at 00:15:20 Voted10.00
Thanks for responding. The problem is when I use the TT command the NPC always goes back to POST after words and never makes it to the next WP. When I first ran into this I though it was something in my mod that was causing the NPC to act this way so I made a fresh mod with no hacks and no scripts other than your erf. I made one are with four WP in it the NPC has no doors or object in the way to cause path finding issues. If I remove the TT command every thing works like it should. What could be causing this to happen? I have your email if you would like I could send you my test mod that I am talking about. 01.00.W.A.D. POST_NW_COMMALE 02.00.W.A.D.TTPC/N WP_NW_COMMALE_01 03.00.W.A.D. WP_NW_COMMALE_02 02.00.W.A.D. WP_NW_COMMALE_03
Posted by DevaWinblood at 2007-10-0922:23:21
Looking at your log info it looks as though the NPC could not reach WP_NW_COMMALE_02 for some reason and defaulted to POST_NW_COMMALE. What is the error you are experiencing? I will look into this for you. I just need a little information from you.