Hey there, again ... :)
I'm using this script to make an NPC go where I want to before vanishing, it's working as I want except for the fact that I can interact with her with the R key while she walks.
void ST_Move() {
SetCommandable(TRUE);
ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));
// ActionDoCommand(SetFacingPoint(Vector(-8.13, 92.12, 12.75)));
}
void ST_Move2() {
SetCommandable(TRUE);
ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));
}
void ST_Move3() {
SetCommandable(TRUE);
ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));
}
void ST_Move4() {
SetCommandable(TRUE);
ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));
}
void main() {
DelayCommand(6.0, AssignCommand(GetObjectByTag("meganfox"), ST_Move()));
DelayCommand(11.4, AssignCommand(GetObjectByTag("meganfox"), ST_Move2()));
DelayCommand(14.2, AssignCommand(GetObjectByTag("meganfox"), ST_Move3()));
DelayCommand(20.2,AssignCommand(GetObjectByTag("meganfox"), ST_Move4()));
DelayCommand(22.4, DestroyObject(GetObjectByTag("meganfox")));
}
There's a script in the game (TSL) named a_exit_walk which exits the area AND somehow keeps the PC from interacting with the NPC as he/she exits ...
so, how can I edit the previous script to exit not from the default module exit but from a spot I select? :raise:
thanks on advance as usual :thmbup1:
Not sure if I followed the a_exit_walk.nss script completely, but try the following.
void ST_Move() {
ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555));
}
void ST_Move2() {
ActionMoveToLocation(Location(Vector(-32.2602, 20.4693, 0.0000), 67.727));
}
void ST_Move3() {
ActionMoveToLocation(Location(Vector(-13.0738, 21.9828, 0.0000), 355.40));
}
void ST_Move4() {
ActionMoveToLocation(Location(Vector(-6.08876, 5.60771, 0.0000), 286.197));
}
void main() {
object oTarget = GetObjectByTag("meganfox");
SetCommandable(TRUE, oTarget);
DelayCommand(6.0, AssignCommand(oTarget, ST_Move()));
DelayCommand(11.4, AssignCommand(oTarget, ST_Move2()));
DelayCommand(14.2, AssignCommand(oTarget, ST_Move3()));
DelayCommand(20.2, AssignCommand(oTarget, ST_Move4()));
DelayCommand(22.4, AssignCommand(oTarget, DestroyObject(oTarget)));
DelayCommand(22.5, AssignCommand(oTarget, SetCommandable(FALSE, oTarget)));
}
- Star Admiral