Axe Murderer's Killer Walk Waypoints v2.1
This is a replacement for Bioware's walk waypoint system. It leaves their system intact, but also enhances it by adding in several new features. First, it allows you to set a pause time on each waypoint in the walk waypoint circuit instead of always using the same pause duration at every waypoint. Second, it allows you to specify a single animation to perform at each waypoint. Third, it allows you to suspend the walk waypoints system temporarily for any NPC or all NPCs. Finally, it lets you toggle your waypoint walkers so they will traverse the waypoint circuit in a circular progression instead of a palindrome progression (i.e. palindrome = 1,2,3,4,3,2,1,2,3,4,3,2,,... circular = 1,2,3,4,1,2,3,4,1,2,...). There is no scripting required to make NPCs that use this system to stand posts and/or walk patrol routes.
The package include an .erf file and a .hak file containing replacements of all Bioware scripts related to their Walk Waypoint system. Also included is a User's Guide and Tutorial that explains in detail how to use the KWW system along with some examples and a tutorial to help get you started. There is also a demo module you can run to see how it all works.
Be sure to read the User's Guide and Tutorial included in the .zip file. It has all the details you will need to know beyond what you read below.
Version 2.0-- added a new feature to allow scripters the ability to temporarily suspend the walk waypoint system either globally for all NPCs in the module, or individually for any waywalking NPC. See the description in section IV below and the User's Guide and Tutorial for details on how to use the new feature.
Version 2.1-- modified the system to work with NWN v1.69 and CEP2 v2.1.
Requirements.
You only need to have the original NWN game installed and patch version 1.69 to use this package. If you are running NWN v1.68 or CEP2 v1.0 you should use KWW v2.0 instead. The expansion packs SOU and HOTU are not required. The KWW system may not be compatible with all custom content you add to your module, however it has been developed to be compatible with CEP2 (not tested with CEP1, probably not compatible). The Demo module and Tutorial require you to have SOU and HOTU. KWW v2.1 is only compatible with NWN v1.69 and CEP2 v2.1. It is not compatible with any other version of NWN or CEP2.
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See micro-review here.
TR
I had to modify it for NWN EE, according to an existing fix in the original script : https://nwnlexicon.com/index.php/X0_i0_walkway
Otherwise, characters in a POST_ waypoint will keep trying to face EAST.
DeleteLocalInt( OBJECT_SELF, "KWW_WalkingTo");
a great system yet again, thank you so much axe