Page 1 of 1

npc barks

Posted: Sat Dec 18, 2010 8:12 pm
by agentorangeguy
How do you make an npc say random barks when their schedule is patrol and they are currently standing on a path with the quality that is "call usecode"? I know how to schedule the barks during the patrol or any schedule, but i want the barks to be called only when the npc is on the path with "call usecode". for example:

path 0
path 1
path 3
path 4 "npc says random bark from list"
path 5
path 6, wrap to 0, etc...

Re: npc barks

Posted: Sat Dec 18, 2010 10:24 pm
by Wizardry Dragon
There's plenty of examples of this in the TFL CVS :-)

http://u7feudallands.cvs.sourceforge.ne ... iew=markup

Basically all you have to do is test for the conditions within the NPC usecode.
--------
Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca

Re: npc barks

Posted: Mon Dec 20, 2010 12:20 pm
by agentorangeguy
Hello, I check your site often, very informative! :) I looked at the link and can't figure out which to use for the path usecodes unless your talking about this part here:

Code: Select all

                 if (!UI_get_item_flag(item, 28)) bark = "@Hail to thee, Avatar.@";
 
                 else
 
                         bark = "@Hmm?@";
I don't know if that would be useful for the path objects though, unless you replace item with the corresponding path shape and then the number with the quality? I've looked several places but can't seem to find anywhere that mentions the path objects witht he quality 'call usecode'.

Re: npc barks

Posted: Mon Dec 20, 2010 1:01 pm
by Wizardry Dragon
You just have to use conditionals. Another run-around sort of way would be to make a proximity egg that resets that hatches and makes the NPC say whatever.
----------
Peter M Dodge
aka Wizardry Dragon
www.thefeudallands.ca