Soluthis0916 "Witherbug" Dres Scuttler [Finished]
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12-07-2010, 09:43 AM,
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Just disable the NPC, make sure the PC isn't around.
I prepped Koniption's meshes (posted later on). Everything looks fine, the NPC's behave normally however I didn't check their AI schedule.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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12-07-2010, 09:44 AM,
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Cool,
I have checked the AI schedule and that all is fine. How do I "Disable the NPC" |
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12-07-2010, 09:48 AM,
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Quote:Originally posted by AnImpatientFan Disable. Give the NPC a Ref.Ed.ID, it's best to use a quest script.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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12-07-2010, 09:49 AM,
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So like.
Quote:Run Script: |
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12-07-2010, 09:56 AM,
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Yes.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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12-07-2010, 09:58 AM,
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Yay.
All sorted. I now know what to do from start to finish. :bananarock: |
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12-08-2010, 07:04 AM,
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Grr...
Ran into another issue. I attached a script to each cage door. Like this: begin onactivate if STIPCageDoor01 getopenstate == 0. setstage STIPTheTrade 20 But the problem is... the door seems to lose its door functions when I use the "begin on activate command" |
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12-08-2010, 10:07 AM,
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disable.(NPC Name)
Does not work. It says (NPC Name) is not a known variable |
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12-08-2010, 10:15 AM,
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You have to use the Ref.Ed.ID as I said above.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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12-08-2010, 10:20 AM,
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Okay, now I understand, thanks for your help.
What about my other issue? |
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