Lol, Ok one more question (if u can answer), if I wanted to make certain NPCs wait (like Sydney in Stealing Independance) how do I do that. I know that from dialogue I have to set the script. But I dont understand what scripting I should do.
EDIT: Ive also put in the right conditions for the guard package but the scripting seems to go wrong. So far, Ive just copied what they did to Sydney (Im trying to do it on Tercorien) and pasted the follow conditions onto the MZ2 quest script. The package found that script and I could change the follow condition to 2 from dialogue.
Its just the script which keeps giving me a syntax error saying there is an unknown command
The best way to make NPCs wait is a wander condition with the location set to the current position and radius set to 0. That way they will remain at the exact same place as where they are (although they may run about if they get into combat etc).
If you plan on doing it in conjuction with giving them a follow package then you'll need to create a script variable (either on the NPC or a quest, I generally use a quest) and call it something you'll know what it means such as npcfollow. Decide what values you want the numbers to represent (e.g 0 means not running either, 1 means follow, 2 means wait). Set the conditions of the follow package to require the quest script to be equal to 1, and the wander package to be equal to 2. Set up your dialogue choices where you tell the npc to follow or wait. In the results script of the follow dialogue info type:
set MyQuest.npcfollow to 1MyNPCRef.evp
MyQuest is the ID of your quest. Npcfollow is the quest script variable. MyNPCRef is the reference ID that you have given to the NPC in the reference window. Evp is short for evaluatepackage, which will cause the NPC to immediately look through their list of packages and adopt the next valid package (which you would have hopefully set as the follow package in the appropriate spot).
In the wait dialogue result script type
set MyQuest.npcfollow to 2MyNPCRef.evp
Everything is the same except you are setting the variable to 2 which means the wander package will be the correct one. Once you have finished using the npc as a follower simply type set MyQuest.npcfollow to 0 in the results script of whatever dialogue or quest stage that you use when they stop being a follow. You may also need to assign further conditions (e.g quest stage conditions) to the NPC if you plan on giving them additional packages.