Moving NPCs via Events

#4
Darn that memory and things loading in to it. ‎  It seems like the easiest way to get around this is to make a double for the quest and just add it and remove the original for the duration of the quest.

Edit:
So, here's what I did: turn the original NPC in to an "event" NPC, attached a script to it that makes the NPC visible once and then stops (change to a blank leaf), removed the NPC and made the copy visible, then removed the copy and made the original visible. ‎  It feels like a really round-about way to get this done but it works without using a variable. ‎  Inter-map quests need to use a variable though.

This has given me some insight in to the way enemies spawn too. ‎  I'll have to go back and redo the way I've set them up.
Building, getting bored, building again, getting bored again, repeat.
[Current Project: Daeyln (working title)]
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Messages In This Thread
Moving NPCs via Events - by MaskedGamer - 2009-07-31, 02:22 PM
Re: Moving NPCs via Events - by dmpdesign - 2009-07-31, 06:09 PM
Re: Moving NPCs via Events - by HolyDiver - 2009-07-31, 08:52 PM
Re: Moving NPCs via Events - by MaskedGamer - 2009-08-02, 01:03 PM
Re: Moving NPCs via Events - by HolyDiver - 2009-08-07, 11:23 PM
Re: Moving NPCs via Events - by MaskedGamer - 2009-08-20, 11:21 AM
Re: Moving NPCs via Events - by HolyDiver - 2009-08-20, 09:51 PM



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