Sithspecter 909 Posted July 11, 2014 Does anyone know how to correctly implement NPC waypoint walking in K1? I've looked over the tutorials in Holowan labs, and I can get the NPC to walk the waypoints, but once he walks them all once, he just stops. Anyone know how to fix this issue? Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 11, 2014 Does anyone know how to correctly implement NPC waypoint walking in K1? I've looked over the tutorials in Holowan labs, and I can get the NPC to walk the waypoints, but once he walks them all once, he just stops. Anyone know how to fix this issue? Yeah, there's a setting in his OnSpawn script that needs to be checked. //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_CIRCULAR); //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_ONCE); //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_PATH); //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RANDOM); //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RUN); //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_STOP); //Causes the creature to pause for 1 - 3 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_STOP_LONG); //Causes the creature to pause for 6 - 12 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_STOP_RANDOM); //Causes the creature to pause for 1 - 12 seconds at a waypoint Top one determines whether it's a constant patrol, Second one is the opposite. Third and Fourth are opposites, depicting whether to order the waypoints in numerical order or not. Fifth is obvious; whether the person runs to each waypoint or not. The rest determine whether or not there is a pause between the waypoints, and if so, how long that pause is. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted July 11, 2014 Thanks very much! My NPC now does a continuous patrol thanks to you. Quote Share this post Link to post Share on other sites
aneeryrlue 13 Posted September 7, 2014 I would like to ask like same. In TSL, how can I make with OnSpawn script that my npc walk? I need a sample script or something Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted October 5, 2014 Well, here's the default spawnscript... should speak for itself, especially with all the developer notes on it... //:: k_def_spawn01 /* v2.0 Default On Spawn In */ //:: Created By: Preston Watamaniuk //:: Modified By: Anthony Davis //:: Added treasure: Kevin Saunders #include "k_inc_generic" #include "k_inc_debug" #include "k_inc_treas_k2" void main() { //BEGIN WALK WAYPOINT BEHAVIORS (Comment In or Out to Activate ) //****** WAYPOINT PATH STYLE ****** // Object will follow waypoints in order, and then start over at beginning. // Example: WP_01, WP_02, WP_03, then return to WP_01 and continue... //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_CIRCULAR); // Object will follow waypoints in order, and then follow the waypoints backwards. // Example: WP_01, WP_02, WP_03, then WP_02, WP_01, //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_PATH); // Object will follow waypoints in a RANDOM order // Example: WP_02, WP_03, WP_01 //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RANDOM); // Object will follow waypoints starting with NEAREST waypoint. // THIS WILL EFFECT THE ORDER THE WAYPOINTS ARE FOLLOWED! //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_START_AT_NEAREST); //****** WAYPOINT FREQUENCY ****** // Object will follow waypoints ONLY ONCE. // Leave commented out to have waypoints repeated forever. //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_ONCE); //****** WAYPOINT SPEED ****** // Object will RUN to waypoints. //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RUN); //****** WAYPOINT PAUSING ****** // Object will PAUSE at each waypoints based on each option. // CObjects will ONLY turn to face in the waypoint direction if // the are pausing at the waypoint. // The pause times are: // Causes the Object to pause for 1 - 3 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_SHORT); // Causes the Object to pause for 4 - 6 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_LONG); // Causes the Object to pause for 1 - 10 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_RANDOM); //****** WAYPOINT ANIMATIONS ****** // Object will play an animation that has been specified with // SetLocalNumber(OBJECT_SELF, 29, <SOME ANIMATION NUMBER> ) // Local number 29 is reserved for animations. // This may conflict with ambient animations (further down) //GN_SetSpawnInCondition(SW_FLAG_USE_WAYPOINT_ANIMATION); // If using an animation at a waypoint, uncomment and set the following lin: //SetLocalNumber(OBJECT_SELF, 29, <SOME ANIMATION NUMBER> ); //****** WAYPOINT SERIES ****** // If this function is uncommented a number from 1 to 99 must be passed. // This number represents a waypoint series that uses the string "01" through "99" // instead of the creature's tag. // eg. WP_22_01 through WP_22_05. 22 is the series number set with this function. //GN_SetWalkWayPointsSeries( 1 ); //END WALK WAYPOINT BEHAVIORS //****** AMBIENT ANIMATIONS ****** // This will play Ambient Animations until the NPC sees an enemy or is cleared. // NOTE: that these animations will play automatically for Encounter Creatures. //GN_SetSpawnInCondition(SW_FLAG_COMMONER_BEHAVIOR); //GN_SetSpawnInCondition(SW_FLAG_FAST_BUFF); //GN_SetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS); //GN_SetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS_MOBILE); //****** COMPUTER DIALOG ****** //When a creature with this flag is talked to a computer dialogue will come up instead of the usual screens. //GN_SetSpawnInCondition(SW_FLAG_ON_DIALOGUE_COMPUTER); //****** CUSTOM USER DEFINED EVENTS ****** // The following settings will allow the user to fire one of the blank // user defined events in the NW_D2_DefaultD. Like the OnSpawnIn script, // this script is meant to be customized by the end user to allow for unique // behaviors. The user defined events user 1000 - 1010 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_HEARTBEAT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_PERCEPTION); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_ATTACKED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DAMAGED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DISTURBED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_COMBAT_ROUND_END); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DIALOGUE); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DEATH); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DISTURBED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_BLOCKED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1009 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_FORCE_AFFECTED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1010 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DIALOGUE_END); //OPTIONAL BEHAVIOR - Fire User Defined Event 1011 //****** BEGIN DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ****** GN_SetDayNightPresence(AMBIENT_PRESENCE_ALWAYS_PRESENT); // This function although poorly named sets up the listening patterns and other // important data for the creature it should never be removed. GN_SetListeningPatterns(); SetLocalNumber(OBJECT_SELF, 11, 6);// FAK - OEI default turret cooldown //****** END DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ****** //****** TREASURE PLACEMENT PlaceCritterTreasure(OBJECT_SELF, Random(4)-2); //****** TURN ON WALKPOINTS ****** // The following line causes the object to follow waypoints GN_WalkWayPoints(); } Quote Share this post Link to post Share on other sites