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noble man not moving


jastey

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I made a custom "noble man" for a small quest. What happens is that he spawns fine, his script got executed, but he doesn't move one step. The animation is "NOBLE_MAN" (I know there exists "STATIC_NOBLE_MAN" who would be unable to move, but that is definitely not the problem). His script is the following (taken from JanJansen's script after his arrest):

IF
Global("C#AjanEnderoldMove","GLOBAL",1)
See("C#AJWAC1")
THEN
RESPONSE #100
	DialogInterrupt(FALSE)
	MoveToObjectFollow("C#AJWAC1")
END

IF
Global("C#AjanEnderoldMove","GLOBAL",1)
!See("C#AJWAC1")
THEN
RESPONSE #100
	DialogInterrupt(TRUE)
	SetGlobal("C#AjanEnderoldMove","GLOBAL",2)
	CreateCreatureOffScreen("GARREN",5)
	MoveGlobal("AR1005",Myself,[1235.499])
END

 

"Garren" gets spawned, so the script gets executed, but he doesn't follow "C#AJWAC1" nor does the "GlobalMove" get executed, he just remains standing there. He turns around if spoken to, though.

 

Any ideas?

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If he's spoken to, does his dialogue execute?

 

All creatures will turn if spoken to, so that isn't much of a help. And yes, I know the nobleman animation is capable of walking, because I use it for Gustav in Gavin's quest.

 

That the MoveGlobal() doesn't work makes me think that it might be a DV assignment issue.

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That the MoveGlobal() doesn't work makes me think that it might be a DV assignment issue.
The IESDP says the action is only useful for NPCs added to the saved game file. If he's not a joined NPC, maybe use MoveBetweenAreas() instead?
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Ah, thank you for the hints. I felt save using MoveGlobal() since JanJannssen hasn't joined the Party when he gets arrested, but I wasn't aware it's restricted to NPCs nontheless.

The noble man executes his dialogues, but what I don't undestand is that he doesn't walk, either.

I guess I will use a different cre, and change the MoveGlobal() command.

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