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NPCs and Scripts

 
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Fri Jul 23, 2004 9:30 am    Post subject: NPCs and Scripts Reply with quote

Ok, here is an interesting problem. I was wondering how to make an NPC autorun a script. That is, the NPC will do this script normally without being activated. How do I do this? I have scripts I want the npc to auto-run, but no matter WHERE in the NPC status I put them, I have to first "Activate" (ie touch, use, etc.) the NPC to make it start. Is there a "instead of movement type, do this script" type command? And if not, is it possible to manipulate NPC activation through scripting? (why is there no "Activate NPC (#)" command? Raspberry!)

Anyway, all help is appreciated.
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Machu
Righter, a person who rights wrongs




Joined: 09 Jul 2003
Posts: 737

PostPosted: Fri Jul 23, 2004 9:34 am    Post subject: Reply with quote

Quote:
Use NPC (who)
Remotely trigger an NPC. You can use either an NPC reference or an NPC ID number. Whatever actions are associated with triggering that NPC will be taken, text box, script, vehicle, item, whatever.

Is that the command you're looking for?
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Sephyroth
Renegade Rebel Redmage
Class A Minstrel



Joined: 04 Feb 2003
Posts: 644
Location: Schmocation

PostPosted: Fri Jul 23, 2004 9:34 am    Post subject: Reply with quote

I've done something like this before. In the General Map Settings tab or whatever, you can have a script run automatically as soon as the player enters a map, with which you can loop an NPC's movements. It slows down the game a hell of a lot, though.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Fri Jul 23, 2004 9:48 am    Post subject: Reply with quote

Quote:
Use NPC (who)
Remotely trigger an NPC. You can use either an NPC reference or an NPC ID number. Whatever actions are associated with triggering that NPC will be taken, text box, script, vehicle, item, whatever.

Is that the command you're looking for?



YES. <3
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