i got troubles getting some procedures to work, and they're all "activate"
it's two occasions mainly, both: npc ... travels to > activates ...
packages all go allright, they walk to the spot, stand there a sec and look dumb
(yeah i'm aware they'd also do that if they'd actually do the activate here ) and then move on as should.
conditioning is pretty much out of the question as a reason, as there's 2 different types that all happen several times with totally different or even no conditions and do the same.
type 1:
they activate an scripted activator primitive - could this be an issue in itself?
above this, the primitive is _not_ marked "player activation", i want npc only to use this, or would he need player activation checked on the primitive too?
type 2: that'd be a fill bucket / empty bucket thing with the according furniture, i understand you'd travel to a, activate, travel to b, activate, is this right? don't do anything except travelling though.
i'd be really happy about any hints why these activations are not happening, trial-and-error-testing this is seriously starting to get on my nerve
thx
--- ah yes, and "num to activate" is set to 1 currently, didn't work with 0 either though (this setting is pretty cryptic anyhow)
---and yet another thing, play flute idle markers, why do i get ani but no sound, sbd happen to know if i need to care for sound myself or if i'm just using it wrong in some way?