Quote: Posted 07/26/02 12:07:26 (GMT) by Luminous
I believe to accomplish this you have to 'destroy' the merchant each
night and 'create' them each morning. I use a script someone wrote and
posted earlier in this forum to create Watchmen at night and when dawn
comes, they all head to their barracks, the barracks door opens and they
disappear (destroyed) but when night falls, the door opens and they
stumble to their posts.
You wouldn't want to waste processor time monitoring an NPC that the
player isn't interacting with, far better to destroy the NPC and
recreate it when needed.
Quote: Posted 07/26/02 06:47:06 (GMT) by Griffhawk
At the fear of sounding like a brokenrecord, i am still looking for
a script to help me with my problem. I have had some awsome replys
from some excellent scriters. However I think my messagfe on what
I'm looking for is missed. I'f anyone can help me i would apperate
it..Its getting frustrating.
Ok this is what i want to have happen.
Each night the people will leave the city streets to return home.
That means going into a new area, that wont be visited by a PC. This
also means that my outdoor shopkeeps will in effect close shop for
the night.
Now i got them to go to houses once dusk is reached Np (with thanks
to some clever scritors). Hoever they wont return from there homes
to go to there posts, UNLESS a PC enters there house ( or area).
Now I now about "POST_tag", I enabled the default scribt to get
people to reconize time ( day/ night). The proble arries in trying
to get the NPC's to react without a PC triggering them.
Can anyone help me with this problem?..plaese. I have been searching
for awhile and have come closer but it still wont work well enough
to get the effect I'm looking for( dont want the merchants to go
home lock there doors never to be seen again..not good)
Despertly waiting advice..."bowing"
If you destroy the NPC and recreate a new one in the morning, be sure to be
careful were you store your local vars for if you store them on the NPC they
will be gone. An Example:
I have a sub quest in my adventure to help a little child find her lost
doll. Upon finding the doll, I set a local var on the NPC called "dollFound"
to 1, so now any other NPC who comes up to here wont get the sad story of a
missing doll, but will get the "Yippi. <character so and so> is the bravest
of all for he/she found my doll!" (might be good for some jokes among the
party. .... In our party we have "Stave - Slayer of Dragons, John - Killer
of orcs. And Tim finder of lost dolls.":) )
Now if you destroy the child at night and recreate her in the morning, the
local var will be gone.
Solutions?
1 - Only destory generic NPCs that don't store local vars. Handle the others
seperately.
OR
2 - Have an object seperate from all the NPCs that you don't destroy. Set
all your local vars on that. Then when the character is recreated it can
check the inv object instead of itself.
Example from above the following functions would be needed:
NWScript: void main()
{
object oInvVarObject = GetObjectByTag("varObject001");
SetLocalInt(oInvVarObject,"dollFound",1);
}
int checkForDollFound()
{
object oInvVarObject = GetObjectByTag("varObject001");
if(GetLocalInt(oInvVarObject,"dollFound") == 1)
{
return TRUE;
}
return FALSE;
}
Just something to think about. (Any your probally already have )
_________________
Forgotten Soul
“You stand on the shoulders of giants and claim you are tall.”
|