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Schedules

PostPosted: Sun Aug 09, 2009 3:02 pm
by Avril Louise
Hello,

I was wondering, how do you create schedules for npcs to follow? Something like every night at a certain time a certain npc will enter a designated interior and in the morning they will leave and go back outside.

Schedules

PostPosted: Sun Aug 09, 2009 8:21 pm
by Scared humanity
I'm not really to sure on making an npc's travel through cells like walking through doors. If you wanted to do something you could use positioncell. Like right by a door so it seems as though they came from that door. You wouldn't even have to set a condition to check to see if pc is in same cell. Then set a condition using the global variable gamehour then setting different states for the npc to aitravel or for a certain time period if you wanted the npc will wander a certain cell for x amount of time until gamehour reaches a certain variable then you would set another condition ect ect. You should check out MSFD if you don't know how to write scripts. I'm a newbie i'm sure someone else might tell you more.

Schedules

PostPosted: Sun Aug 09, 2009 1:33 pm
by k a t e
Thankyou

Schedules

PostPosted: Sun Aug 09, 2009 8:39 am
by Emmi Coolahan
That is a gigantic question in all truth.

Npc's in Oblivion run tons of packages that send them allover the place, going to all sorts of different cells, I recommend visiting the wiki and getting learned up on how to use ai packages. There is no scripting required for this, *normally*, just getting used to the system.

http://cs.elderscrolls.com/constwiki/index.php/Main_Page <-- once in, try searching keyword 'Packages'

Once you get the system figured out, it's pretty simple, and you can give an npc a life of their own just by giving them x number of ai packages that are set to run at different times.

More searching around in the wiki will reveal more info about the whole deal, and I dont remember, but Im sure there is at least one Ai package tutorial floating around in there too.

Good Luck to you :)

Schedules

PostPosted: Sun Aug 09, 2009 11:24 am
by Loane
Check the section... ;)

Schedules

PostPosted: Sun Aug 09, 2009 7:13 pm
by Quick Draw III
Yes, this is Morrowind, not Oblivion. :)

As for making NPCs walk around, you can use AiTravel to have them walk to a certain point (coordinates), then use PositionCell to get them to walk through load doors - NPCs won't use load doors, but you can simulate it by having them walk up to it, then moving them to a new cell. I don't know if there's a way to have an NPC activate an interior door (one that doesn't load a new cell), but you could probably put down an activator in front of it with a script that looks for the standing actor. If it's your NPC, the script will activate the door and send the NPC on its merry way.

Schedules

PostPosted: Sun Aug 09, 2009 9:07 pm
by LADONA
GetCollidingActor also works well for this situation.