Awesome, it worked! And to let you know, Grackslugh flattened out the whole landscape of Pelagiad when he and the old team started working on it in 2008. So that's why everything is lowered.
What is this part for? Because it's all semi-colons, so none of those commands impact the game any ways. Is it just for user reference?
;if ( GetCurrentAIPackage == -1 ) ; no AI package active; if ( Gamehour >= 20 ) ; nighttime; Position 432 -56772 1330 0 ; coordinates of home; set state to 110; elseif ( Gamehour < 8 ) ; nighttime; Position 432 -56772 1330 0 ; coordinates of home; set state to 110; else ; daytime; Position 222 -56950 1330 ; coordinates of shop; set state to 0; endif; AIWander 0 0 0 0 ; do not go anywhere; Disable;endif
So I really don't need gridpoints at all to do something like this, huh? I mean, don't get me wrong, I'll have tons and tons of custom grid points for all the NPCs to wander through instead of all of them following the same 2 or 3 paths. The more paths I have for NPCs to wander, the less they'll bump into each other by trying to follow the same gridpath. If you've played Assassin's Creed, then you'll know how life like the cities are. That is what I'm aiming for. I want it to look like people are visiting, shopping, bartering, working. And if I cater to each individual NPC, having them walk certain paths at different hours, it'll all blend in very nicely.