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NPC Waypoints. Argh.

 
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hiryukento



Joined: 14 Nov 2006
Posts: 53

PostPosted: Fri Nov 24, 2006 6:45 pm    Post subject: NPC Waypoints. Argh. Reply with quote

This is annoying as heck to me ...

In the old system, I could highlight a creature and add a waypoint, and the creature would walk a path that included that waypoint. I can't seem to figure out how to do this in the new toolset.

Anyone?
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scalyface



Joined: 06 Nov 2006
Posts: 74
Location: Toulouse, France

PostPosted: Fri Nov 24, 2006 6:49 pm    Post subject: Reply with quote

Right click on the creature, you'll get a create Waypoint option, do it however many times you need while spacing them out and a line should show up running between them. I'm not sure if the tag of the creature has to be unique for this or not, best err on the safe side and give it one anyway.
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hiryukento



Joined: 14 Nov 2006
Posts: 53

PostPosted: Fri Nov 24, 2006 7:25 pm    Post subject: Reply with quote

Ah, perfect. I was trying to do it with the Properties window, no wonder it didn't work. Thankye!
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Kazgoroth
Site Admin


Joined: 01 May 2006
Posts: 478

PostPosted: Fri Nov 24, 2006 11:05 pm    Post subject: Reply with quote

LOL I do not know why i bother Wink

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hiryukento



Joined: 14 Nov 2006
Posts: 53

PostPosted: Fri Nov 24, 2006 11:42 pm    Post subject: Reply with quote

Ah, yes, this only proves a point I've long shouted to the masses:

"I'm a retard!"

Thank ya, Kazgoroth.
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Kazgoroth
Site Admin


Joined: 01 May 2006
Posts: 478

PostPosted: Sat Nov 25, 2006 7:40 am    Post subject: Reply with quote

hiryukento wrote:
Ah, yes, this only proves a point I've long shouted to the masses:

"I'm a retard!"

Thank ya, Kazgoroth.
LMAO, then come my brother, join us fellow retards Very Happy
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scalyface



Joined: 06 Nov 2006
Posts: 74
Location: Toulouse, France

PostPosted: Sat Nov 25, 2006 9:21 am    Post subject: Reply with quote

I like knowing something the other retards don't Cool , that sort of makes me a ...er..bigger retard.. Laughing Laughing
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Pennguino



Joined: 17 Jan 2007
Posts: 6

PostPosted: Mon May 07, 2007 10:53 pm    Post subject: Waypoints...What am I doing wrong Reply with quote

Ok I used the toolset Guide and read the post here still no luck

I create a Module and an area. Both called test.

I then follow the procedure to create an NPC: Right click on NPC under the creatures and then create buleprint>module.
It creates a NPC called creature1. I then place that NPC into the area and right click and select waypoint. I move that waypoint and then right click the NPC and select waypoint. I do this to create 4 separate waypoints that are all spread out. They all have the tag for the NPC: WP_creature1_04
I bake the area and then save it.

I start NWN and new game > new Module > select premade character. I login to the test area and the NPC just sits there. Do I have to doa script or something?
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Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Tue May 08, 2007 5:41 am    Post subject: Reply with quote

That should be all you need to do to make it walk. Make sure the NPC has all the default nw_c2_default... scripts.

Also did you remember to bake the area?

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Pennguino



Joined: 17 Jan 2007
Posts: 6

PostPosted: Tue May 08, 2007 5:44 pm    Post subject: Waypoints Reply with quote

Thanks Hellcow. that was the ticket. there were no scripts in the NPC. added the default from looking at another NPC and poof he walking.
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chickennone



Joined: 28 Mar 2008
Posts: 1

PostPosted: Fri Mar 28, 2008 12:43 am    Post subject: Reply with quote

wow you guys TY for helping with this prob . i too ahd it untill i found this webpage


everything you guys said worked great . but now i have a problem

the npc i use is a town guard who wanders about , if you talk to him he give you a few tips on what to do ( pretty normal stuff)

before we start , yea all the defaults are in place perfectly ( on npc) and triple checked . he moves from way point to waypoint fine ... untill you talk to him then eh jsut stands there .

HOW do i get him to start moving after he speaks with some one ..
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d4everman



Joined: 01 Aug 2008
Posts: 1

PostPosted: Fri Aug 01, 2008 7:28 am    Post subject: Reply with quote

chickennone wrote:
wow you guys TY for helping with this prob . i too ahd it untill i found this webpage


everything you guys said worked great . but now i have a problem

the npc i use is a town guard who wanders about , if you talk to him he give you a few tips on what to do ( pretty normal stuff)

before we start , yea all the defaults are in place perfectly ( on npc) and triple checked . he moves from way point to waypoint fine ... untill you talk to him then eh jsut stands there .

HOW do i get him to start moving after he speaks with some one ..


I'm not sure....try adding a ga_move to the next waypoint in his conversation , so when he is done speaking he moves. I'm only guessing though.

I'm new here too, and I had the same issue with NPC's not moving. I'm not at home right now, but I'm betting its the default scripts that are missing. So I wanted to say thanks too, since you guys seemed to have answered my question before I even asked!
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