Getting an npc to walk a waypoint help!


#1

so to make a long story short im trying to develop a npc that will be walking across multiple areas, it all works well and good, however when the npc is disturbed or in a conversation the A.I stops and the npc immediately does absolutely nothing afterwards.

I found a few scripts from axe killer to Meaglyn (?) to this one on the Lexicon which is the closest thing i could get to what I wanted to do

https://nwnlexicon.com/index.php/WalkWayPoints

This being the most simplest and precisely what i wanted however when it is compiled it gives me an error “11/28/2018 7:34:35 PM: Error. ‘rom_walk_waypoin’ did not compile.
rom_walk_waypoin.nss(2): ERROR: UNKNOWN STATE IN COMPILER”

the coding is as followed:

void WalkWayPoints(
int nRun = FALSE,
float fPause = 1.0
);

Now im no coder but i’ve never seen a script like this before, does anyone know of a simple way for a npc to just make sure it maintains or walks its waypoints?


#2

That’s not a script… It’s just the declaration of the walkwaypoints function to show you the parameters you can use when you call that. The default AI should pick back up after a while since it runs off of the HB. I don’t remember all the details and issues from when I was reworking it. One thing you should do though is have the conversation exit scripts call walkwaypoints. That will get it restarted faster after conversation.


#3

thats really what im after but the only way i know how to do something like this is to develope a very complex set of scripts that the npc to walk to an object and then walk back by telling it to walk A-Z, then Z-A.

I guess theres no other way to do it, besides that…


#4

Indeed, as meagyn said this should not happen. Vanilla AI will restore walk-waypoint after a 6seconds of inactivity when next heartbeat script runs.

Make sure your don’t have modified nw_c2_default1 and that your npc is using it (if she uses x2_def_heartbeat then make sure that script isn’t modified) - ie. if you don’t have these two scripts in your module’s script list you didn’t modified it.

If everything is correct then maybe you could sent me a small test module to reproduce it? I can fix this.


#5

No. You don’t need to write a complex set of scripts. It’s already written. Also put nw_walk_wp.nss in the conversation end/aborted slots if not already there. It really should be doing what you want already unless you’ve changed something.


#6

well its not workin so im just going to make it walk waypoints via a script :slight_smile: