View Full Version : NPC Movement/Facing During Hail Interaction
utbbop
03-04-2015, 06:43 PM
Anyone know if you can disable how an NPC turns and faces the PC who hails them? Trying to lock down a few non-humanoid type quest NPC from reacting visually to a hail.
Appreciate the help!
joligario
03-04-2015, 07:45 PM
In npc.cpp function DoQuestPause there are calls to FaceTarget.
utbbop
03-04-2015, 10:36 PM
I am not skilled enough yet for cpp stuff. Appreciate the offer though!
ghanja
03-04-2015, 11:00 PM
I am not skilled enough yet for cpp stuff. Appreciate the offer though!
I don't know the purpose of this NPC, or what his/her/it's interaction includes, however, if it's just a passive/"busy" type of NPC, you may be able to make use of npc_emotes table, then place a value in the corresponding 'emoteid' column in the npc_types table.
utbbop
03-04-2015, 11:15 PM
I don't know the purpose of this NPC, or what his/her/it's interaction includes, however, if it's just a passive/"busy" type of NPC, you may be able to make use of npc_emotes table, then place a value in the corresponding 'emoteid' column in the npc_types table.
Just trying to make object type (meaning they have a race model of a treasure chest) npc's that can also be a quest. My "issue", more like annoyance, is that upon hailing these "objects" (NPC's) they turn and face the PC.
It mildly annoys me to see a chest moving around like that :)
Kingly_Krab
03-04-2015, 11:25 PM
Well, it currently looks like this: void NPC::DoQuestPause(Mob *other) {
if(IsMoving() && !IsOnHatelist(other)) {
PauseWandering(RuleI(NPC, SayPauseTimeInSec));
FaceTarget(other);
} else if(!IsMoving()) {
FaceTarget(other);
}
}You could probably do something like this (assuming your chests don't ever move): void NPC::DoQuestPause(Mob *other) {
if(IsMoving() && !IsOnHatelist(other)) {
PauseWandering(RuleI(NPC, SayPauseTimeInSec));
FaceTarget(other);
} else if(!IsMoving() && GetRace() != 378 && GetRace() != 589 && GetRace() != 590) {
FaceTarget(other);
}
}
ghanja
03-04-2015, 11:52 PM
Just trying to make object type (meaning they have a race model of a treasure chest) npc's that can also be a quest. My "issue", more like annoyance, is that upon hailing these "objects" (NPC's) they turn and face the PC.
It mildly annoys me to see a chest moving around like that :)
Well, if someone went around talking to a chest, seeing it move wouldn't be much crazier.
KC suggested what I would've depending on your reply, run with that.
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