Soluthis1202 "Dhryss Plaza Barracks" [Finished]
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05-19-2008, 06:01 PM,
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Did you playtest the guard patrol behavior?
CS Wiki patrol info. For every guard (that patrols): Add a GuardPatrolBeginPatrol package (below the other patrol packages). For the other patrol packages define the location. For example move STBDSol1202DolvmonSaren to the P1 marker. Set the location (STBDSoluthis1202Guard1a package) to the p2 marker and for the GetDistance condition use the current position (p1 marker). Repeat the process for the next package (STBDSoluthis1202Guard1b, location p3 marker) for GetDistance condition use the current position (p2 marker) etc.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-22-2008, 09:33 AM,
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Perhaps I'll upload a new file monday. I'm busy now with some other projects.
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05-25-2008, 07:27 PM,
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This claim will probably delayed for a week.
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05-26-2008, 10:09 AM,
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Thanks for the update.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-30-2008, 08:53 PM,
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I've changed the AI to how you asked, but I doubt if it's good. This time I've playtested the file.
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06-02-2008, 06:34 PM,
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Quote:Originally posted by blackbirdWhat was your conclusion?
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-02-2008, 07:39 PM,
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They are not patrolling the way I thouht.
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06-03-2008, 09:54 AM,
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Please use teh attached file to continue with your modding.
I prepped Samori (based on this post) and playtested the first block from 6 to 12 and he arrives just after 12 at the barracks (completing two rounds). I gave three of the guards a health of 0 for reasons of testing (standing still). Please fix the other guards and don't forget to delete the redundant packages. You only need 7 packages per patrol block. You can't share the same marker (the former p35), every package needs a separate marker (destination) within a patrol block. I created a new p5 marker and renamed the p35 to p3. Of course the other guards can use the same markers. blue[/HR] For the plates/forks/knifes etc. on the table downstairs. Don't put them on the edge because this will increase the chance that the NPC interferes with the objects e.g. when sitting down or walking near the table. The PG and placement of the chair also play a role. When the NPC was sitting down all kind of stuff fell from the table.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-11-2008, 07:13 AM,
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I hope this is good now. The AI looks good at first sight.
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06-13-2008, 06:43 PM,
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Please use the attached file to continue with your modding.
I fixed one error in a patrol package. Dialogue. Add a GetPlayableRace function (==1) to the the quest data tab. Set the priority to 6. Recheck the Dial (adding topic/conditions). All of the ST NPC's have to be a member of the "StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors. General Remarks. Fix the floating stools (S). Nice modding! :goodjob:
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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