Gridpath help

Post » Sat May 28, 2011 12:30 am

Oops. It was a typo on the coordinates of the shop. I recorded an x value of 222 when it should have been 2222. The recorded destination was unreachable so he returned to a familiar location. Just change the line AITravel 222 -56950 1330 to AITravel 2222 -56950 1330 . Make the same change in the stalled script rescue code if you decide to test it as well.

You can just comment out the fades (there is no need to restructure the script). Place a semi-colon at the beginning of the lines that has FadeIn and FadeOut.

Do not removed the pathgrid. Although it may be irrelevant to this travel other NPCs depend upon it.

Fargoth's travel script is called lookoutScript . It is attached to the hidden activator active_lookout_unique placed in Seyda Neen.
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Mandy Muir
 
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Post » Sat May 28, 2011 5:24 am

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.
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Tyler F
 
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Post » Sat May 28, 2011 1:40 am

I am glad that it is finally working as you could wish.

As I wrote previously:
The script does not require that a pathgrid be present in the cell.
The commented-out section of code is the stalled script rescue code. It still does not appear to be working so you may as well delete it.
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Steph
 
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