This is Advanced WalkWaypoints (AWW) by Meaglyn.
Overview of features:
There are two erfs included. To try out the system and not effect anything else start with aww.erf. This will not overwrite any files. Import the erf, setup a creature with the three anw_c2_default scripts in place of the default ones (heartbeat, perception and on spawn). If the creature will have a conversation set the current file for end and abort to aww_walk_wp.
If you want to use the system by default for most creatures import the aww_overwrite.erf. file as well. This contains modified nw_c2_default[1,2,9] files and nw_walk_wp. Or you can just copy the anw_c2_default files over their counterparts and aww_walk_wp to nw_walk_wp (or make similar edits to your versions of these files etc). You wIll want to rebuild at that point.
Try out the demo module. Because there is so much flexibility it really just shows some of the features. It's by no means designed to show all you can do with AWW. Added a new area to the demo which uses the wp arrival scripts in the aww_demo.erf file.
Updated to version 1.0:
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"Allows Linear, Random and Circular Walk Patterns"... With those words alone, you just saved me a good few hours of hitting scripts with bricks... Ooh, and there's more...
Different animations at WPs... Of course, you do realize I now have to spend an extra ten-fifteen minutes customizing on every mouldy, useless, inconsequential NPC who's only there anyway to get eaten when the Giant Spleen Monster rampages...
but fun for when they are ressurected by the necromancer that is controling the monster! :P
How does this compare with Axe Murderer's Killer Walk Waypoints?
This is exactly what I needed to downsize my NPC control scripts. I love NPCactivities, but the file size cost has always been high. Most of the processes I use it for are easily covered by these!
Thanks. Yes, that is actually one of the prime reasons I did this...
Many, many thanks Meaglyn for this terrific waypoints system - I shudder when I think of the time and effort you must have put into this!!!
It did take me quite a while to plumb the depths of AWW and experiment with all the options, but once I had made a lot of waypoint blueprints with appropriate comments things became easier.
It's almost scary to watch various NPCs going about their lives and doing different things and going to different places at different times of the day and night!!
And an extra stroke of genius in an already genius project is the way you arranged your system to work seamlessly with the ts_putter system!! Even more life-like behaviour and options for NPCs!!
Before discovering AWW I had been using the X2 Ambient system, but AWW is now the only game in town for me!
As a way of giving a tiny something back, I noticed a possible issue in the following line in aww_inc_walkway.nss:
// Return the currently set final destination script or ""
string aww_GetWalkDestScript(object oNP = OBJECT_SELF);
Should it be (object oNPC = OBJECT_SELF); perhaps?
Anyway, whether it matters or not, my thanks again for a great gift to NWN.
wonderful work, perfect timing, i have yet to start populating my pw with npcs so I wont have to go over anything again once i hae this set up
I am having a problem.
Have an NPC that I want to walk random waypoints at night and then "go to bed" during the day.
So I created 6 WP_gavin waypoints and set the option to 3 for Random waypoints (works like a hot darn). I then created just 1 WA_gavin and WM_gaving waypoints each nearly on top of eachg other at the wagon he should be going to.
I let thei run for 2 full day-night cycles and he's not going to bed.
My morning guard I just set a NIGHT_ waypoint and he goes there and night and it despawns him. but NWN doesn't have a corresponding day one. And If I change his to be WE_ and a WN_ THAT one doesn't work. I am assuming somewhere I need to set a flag to tell it to use that system but I am not sure where that would be.
Any help here would be amazing. Thanks,
Even though it's only got the one waypoint it still needs to be numbered WA_gavin_01 and WM_gavin_01 worked. if I leave off the _01 they are ignored.
Documentation could be a little clearer but the system is working wonderfully!