Apologies for a non-ACR question, but hopefully this will mean something to someone here...
Deep in the bowels of the script x2_inc_switches is the following;
//------------------------------------------------------------------------------
// * Setting this switch to TRUE will enable the allow NPCs running between waypoints using the WalkWaypoints
// * function to cross areas, like they did in the original NWN. This was changed in 1.30 to use only
// * waypoints in one area.
//------------------------------------------------------------------------------
const string MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS = "X2_SWITCH_CROSSAREA_WALKWAYPOINTS";
Could anyone tell me how to activate this, please, as I have frequently used waypoints across areas in NWN1 and miss that ability in NWN2.
Thanks
TnD
Waypoints across areas
Moderators: ALFA Administrators, Staff - Technical
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
On this one, I'm one step ahead. If you look closely at the files already in your module now:
As to how to get NPCs to actually walk across those waypoints, your guess is likely better than mine. But, in preparing the ACR, I tried to make sure that the base resources OE provides us with were still present where appropriate (since we replace their OnLoad scripts and such with ours). I would guess their implementation of this requires area transitions which can be queried for their destinations with scripts, so I wouldn't expect it to work across seamless ATs without some ALFA script intervention. But, from the early plans for the OAS, it would seem that shouldn't matter for your purposes. (using only default ATs).acr_mod_events_i.nss wrote: 127 // Set bioware/obsidian module switches as desired:
128 SetModuleSwitch( MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE);
129 SetModuleSwitch( MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE);
130 SetModuleSwitch( MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE);
131 SetModuleSwitch( MODULE_SWITCH_ENABLE_NPC_AOE_HURT_ALLIES, TRUE);
132 SetModuleSwitch( MODULE_SWITCH_ENABLE_MULTI_HENCH_AOE_DAMAGE, TRUE);
133 SetModuleSwitch( MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE);
134 SetModuleSwitch( MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE);
135 SetModuleSwitch( MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);