mam skrypt mojego npca:
INSTANCE VLK_150_Zenek (Npc_Default)
{
// ------ NSC ------
name = "Zenek";
guild = GIL_VLK;
id = 150;
voice = 8;
flags = FALSE;
npctype = NPCTYPE_FRIEND;
// ------ Aivars ------
aivar[AIV_FollowDist] = 300;
B_SetAttitude(self,ATT_FRIENDLY);
aivar[AIV_ToughGuy] = TRUE;
// ------ Attribute ------
B_SetAttributesToChapter (self, 4);
// ------ Kampf-Taktik ------
fight_tactic = FAI_HUMAN_MASTER;
// ------ Equippte Waffen ------
EquipItem (self, ItMw_ShortSword2);
EquipItem (self, ItRw_sld_bow);
// ------ Inventory ------
CreateInvItems (self, itpo_Health_03, 2);
// ------ visuals ------
B_SetNpcVisual (self, MALE, "Hum_Head_Pony", Face_N_Pirat01, BodyTex_L, ITAR_PIR_L_Addon);
Mdl_SetModelFatness (self, 1);
Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds");
// ------ NSC-relevante Talente vergeben ------
B_GiveNpcTalents (self);
// ------ Kampf-Talente ------
B_SetFightSkills (self,70);
// ------ TA anmelden ------
daily_routine = Rtn_Start_150;
};
FUNC VOID Rtn_Start_150 ()
{
TA_Stand_WP (07,30,22,00,"NW_XARDAS_TOWER_IN1_25");
TA_Sleep (22,00,07,30,"NW_XARDAS_TOWER_IN1_31");
};
FUNC VOID Rtn_Follow_150 ()
{
TA_Follow_Player (08,00,20,00, "NW_XARDAS_TOWER_IN1_25");
TA_Follow_Player (20,00,08,00, "NW_XARDAS_TOWER_IN1_25");
};
FUNC VOID Rtn_Stand_150 ()
{
TA_Stand_WP (08,00,20,00, "NW_XARDAS_TOWER_IN1_25");
TA_Stand_WP (20,00,08,00, "NW_XARDAS_TOWER_IN1_25");
};
tudzież skrypt dialogu:
instance DIA_Zenek_Exit(C_Info)
{
npc = VLK_150_Zenek;
nr = 999;
condition = DIA_Zenek_Exit_Condition;
information = DIA_Zenek_Exit_Info;
permanent = TRUE;
description = Dialog_Ende;
};
func int DIA_Zenek_Exit_Condition()
{
return TRUE;
};
func void DIA_Zenek_Exit_Info()
{
AI_StopProcessInfos(self);
};
instance DIA_Zenek_Hallo(C_Info)
{
npc = VLK_150_Zenek;
nr = 1;
condition = DIA_Zenek_Hallo_Condition;
information = DIA_Zenek_Hallo_Info;
permanent = FALSE;
description = "Cześć...";
};
func int DIA_Zenek_Hallo_Condition()
{
return TRUE;
};
func void DIA_Zenek_Hallo_Info()
{
AI_Output(other,self,"DIA_Zenek_Hallo_15_00"); //Cześć Zenek.
AI_Output(self,other,"DIA_Zenek_Hallo_15_01"); //Cześć.
};
instance DIA_Zenek_KommMit(C_Info)
{
npc = VLK_150_Zenek;
nr = 1;
condition = DIA_Zenek_KommMit_Condition;
information = DIA_Zenek_KommMit_Info;
permanent = TRUE;
description = "Chodź ze mną.";
};
func int DIA_Zenek_KommMit_Condition()
{
if((self.aivar[AIV_PARTYMEMBER] == FALSE) && Npc_KnowsInfo(other,DIA_Zenek_Hallo) && (self.aivar[AIV_TAPOSITION] == FALSE))
{
return TRUE;
};
};
func void DIA_Zenek_KommMit_Info()
{
AI_Output(other,self,"DIA_Zenek_KommMit_15_00"); //Zenek chodź. Idziemy.
AI_Output(self,other,"DIA_Zenek_KommMit_15_01"); //No dobra.
self.aivar[AIV_PARTYMEMBER] = TRUE;
AI_StopProcessInfos (self);
Npc_ExchangeRoutine (self,"FOLLOW");
};
instance DIA_Zenek_WarteHier(C_Info)
{
npc = VLK_150_Zenek;
nr = 1;
condition = DIA_Zenek_WarteHier_Condition;
information = DIA_Zenek_WarteHier_Info;
permanent = TRUE;
description = "Zaczekaj tutaj!";
};
func int DIA_Zenek_WarteHier_Condition()
{
if((self.aivar[AIV_PARTYMEMBER] == TRUE) && Npc_KnowsInfo(other,DIA_Zenek_Hallo) && (self.aivar[AIV_TAPOSITION] == FALSE))
{
return TRUE;
};
};
func void DIA_Zenek_WarteHier_Info()
{
AI_Output(other,self,"DIA_Zenek_WarteHier_15_00"); //Zaczekaj tutaj!
AI_Output(self,other,"DIA_Zenek_WarteHier_15_01"); //Dobrze.
self.aivar[AIV_PARTYMEMBER] = FALSE;
AI_StopProcessInfos(self);
Npc_ExchangeRoutine (self,"STAND");
};
gdy do niego zagaduję, owszem potem wszędzie za mną łazi, ale później nie wyświetla mi się dialog, żeby mu powiedzieć, aby zaczekał i się nie ruszał nigdzie(jest tylko napis "koniec"); co jest źle?