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Author Topic: Passive NPCs  (Read 1566 times)

The Upstart

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Passive NPCs
« on: 2010-03-23, 02:00:51 »

Hey, does anyone know the meaning of all the parameters in the .nai files. What I'm trying to do is create passive NPCs that run away when attacked instead of attacking which is what the current PassivePed and Guard nai files do.
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Kaelidian

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Re: Passive NPCs
« Reply #1 on: 2010-03-23, 02:38:14 »

Cant you just use the npc files made for the civilians in the game or use them as a basis for your code? They run away when you commit acts of violence around them even if you spawned a wolf and it attacked you first. Which I think should be a new npc file set up for the guards btw. Javokis, get to work! lol

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The Upstart

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Re: Passive NPCs
« Reply #2 on: 2010-03-23, 10:00:12 »

heh... actually you're right I was thinking about the interestNum all wrong. Instead of changing the interest number as a way to have them move I can ALSO change the interestNum as a way to have them not to. I kept messing with the behaviorClass but it always made them attack.
« Last Edit: 2010-03-24, 01:12:02 by The Upstart »
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