Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13
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.
Cool,
I have checked the AI schedule and that all is fine.
How do I "Disable the NPC"
Quote:Originally posted by AnImpatientFan
Cool,
I have checked the AI schedule and that all is fine.
How do I "Disable the NPC"
Disable.
Give the NPC a Ref.Ed.ID, it's best to use a quest script.
So like.
Quote:Run Script:
STIPBitesHisNails.Disable
Yay.
All sorted.
I now know what to do from start to finish. :bananarock:
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"
disable.(NPC Name)
Does not work. It says (NPC Name) is not a known variable
You have to use the Ref.Ed.ID as I said above.
Okay, now I understand, thanks for your help.
What about my other issue?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13