Showing posts with label encounters. Show all posts
Showing posts with label encounters. Show all posts
Wednesday, 5 September 2007
Spawnees and conversations
When a creature is added to an encounter if it already has a conversation it seems from my experimentation that the conversation will not fire. What does work is an onconversation script. So far, I have used these with the convo in SpeakStrings but can't see why it can't also start up a convo by tag.
Tuesday, 4 September 2007
My encounter creatures aren’t wandering around. How can I fix this?
My encounter creatures aren’t wandering around. How can I fix this?
Make sure your spawn script has the following:
if (GetIsEncounterCreature())
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, TRUE);
Make sure your spawn script has the following:
if (GetIsEncounterCreature())
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, TRUE);
Friday, 31 August 2007
Even friendly encounters must be hostile
You can have an encounter spawning lots of lovely grannies or doggies, but the encounter itself must be set to Hostile, or to a faction hostile to the player.
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