How do I make an NPC which practices a bow?

Post » Fri May 27, 2011 4:39 am

I'm kinda stuck on making an animation for this NPC that I'm creating. I want it to shoot arrows at a certain target, but I have no clue how to have it do that. I've read the UESP article on NPCs, but there wasn't anything useful in there. I have also read "thekaritian"'s article (http://www.gamesas.com/bgsforums/index.php?showtopic=987181) on package settings for NPCs, but that just showed me what object and animations to use. But I have no clue where this appropriate animation is, nor how to put the x-marker in the proper position. I have tried on my own, but to no avail...

Any help would be appreciated...
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Mandi Norton
 
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Post » Fri May 27, 2011 3:19 am

Place a "XMarkerHeading" where you want the NPC to shoot arrows from. The direction of the Marker shows which way he will shoot. Give him a "Use Item At" package with the location set to the marker and the target set to "Any Object - Object Type: Weapons: Ranged". Lastly, make sure he has a bow in his inventory and set the appropriate time and duration for the package.
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Alexxxxxx
 
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Post » Fri May 27, 2011 2:07 am

Give him a "Use Item At" package with the location set to the marker and the target set to "Any Object - Object Type: Weapons: Ranged". Lastly, make sure he has a bow in his inventory and set the appropriate time and duration for the package.

How do I give it a package? Is it through the AI menu? Or another menu?
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Amanda savory
 
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Post » Thu May 26, 2011 7:50 pm

Through the AI Menu yes. The package is added by doubleclicking on the (presumably empty) white field and filling out the form.
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Avril Churchill
 
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Post » Fri May 27, 2011 9:21 am

An example is always best for figuring these out. There's a Fighter's guild member in Chorrol who does exactly that, Kurz gro-Baroth. Check out his setup.
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alyssa ALYSSA
 
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Post » Thu May 26, 2011 8:07 pm

An example is always best for figuring these out. There's a Fighter's guild member in Chorrol who does exactly that, Kurz gro-Baroth. Check out his setup.


I tried that, but I didn't really understand anything in his setup, rendering it useless for me...

Some other quick questions:
What does "Value" under the AI package menu stand for?
And does the NPC use waypoints to cross distances between x-markers?
And how do I change it's AI package to let it spawn when the PC leaves the area?
What does the regular x-marker do (not x-markerheading)? Is that just a spot for a NPC to go without standing in a certain direction?
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REVLUTIN
 
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Post » Thu May 26, 2011 10:17 pm

I PM'ed WillieSea, and these were the answers given to me for the people who might have problems with this later:

1. Value may or may not be used, depending on the package type you are creating.
2. If you want to use waypoints, you have to set up a package to get to each one. Probably a travel package.
3. Packages can not 'spawn' an NPC. You might control that with a script, but I don't know how you would know when a player 'leaves' the area. Its usually when the player 'enters' an area.
4. The XMarker usually is headingless. The default for the XMarker is 'north' heading.
5. You have to make 'new' AI packages. You are changing the default AI package and since both use the same package, they both are changed.
6. On the toolbar, click >Character >Packages

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Nuno Castro
 
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Post » Fri May 27, 2011 8:40 am

Closed per OP request.
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*Chloe*
 
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