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ALFA spawn system questions
Posted: Tue Mar 27, 2012 8:57 am
by t-ice
So I'm weaning myself off NESS and learning myself this ALFA spawn system. Couple of questions on things I didn't get how to port over:
1) How do I create a patrol with the ALFA system? I.e. spawns walk through a set of waypoints.
2) How do I make the spawns do some random walk with the ALFA system?
Re: ALFA spawn system questions
Posted: Wed Mar 28, 2012 4:49 pm
by Curmudgeon
t-ice wrote:So I'm weaning myself off NESS and learning myself this ALFA spawn system. Couple of questions on things I didn't get how to port over:
1) How do I create a patrol with the ALFA system? I.e. spawns walk through a set of waypoints.
Look here
2) How do I make the spawns do some random walk with the ALFA system?
If your server supports "flocking", you can add ACR_FLOCKING = 1 (Integer) to the spawnpoint variables.
Re: ALFA spawn system questions
Posted: Thu Mar 29, 2012 4:45 pm
by t-ice
Curmudgeon wrote:t-ice wrote:So I'm weaning myself off NESS and learning myself this ALFA spawn system. Couple of questions on things I didn't get how to port over:
1) How do I create a patrol with the ALFA system? I.e. spawns walk through a set of waypoints.
Look here
Thanks. So I suppose I need to run a onspawn script with the spawnpoint, and that script sets the properties. That random "busy-feel" they suggest seems to be rather easily done, and maybe better than random walks. Patrols is clearly more cumbersome than the NESS, though, since they're set via tags, and several instances can have the same tag. (Say, one guard on patrol A, other guards standing around, and two on patrol B.)
Curmudgeon wrote:
2) How do I make the spawns do some random walk with the ALFA system?
If your server supports "flocking", you can add ACR_FLOCKING = 1 (Integer) to the spawnpoint variables.
Good question. How do I find if my server supports flocking, and if not how do I make it do so if not. And are there any reasons why I shouldn't?
Re: ALFA spawn system questions
Posted: Thu Mar 29, 2012 9:03 pm
by paazin
Flocking tends to be a bit problematic so I disabled it on BG; I had been meaning to parse through and/or rewrite it to be a little clearer but instead I've begun to use the NWN variable for "moving around"
X2_L_SPAWN_USE_AMBIENT
and then for those who do actions while staying still:
X2_L_SPAWN_USE_AMBIENT_IMMOBILE
Re: ALFA spawn system questions
Posted: Fri Mar 30, 2012 5:40 am
by t-ice
Do you put those "NW_STOP" waypoints around for areas where you have those Ambient random-walkers? Or do they work good enough bumping into each other, placeables, doors, etc?
Re: ALFA spawn system questions
Posted: Fri Mar 30, 2012 12:30 pm
by paazin
They're decent enough that I don't bother.
Re: ALFA spawn system questions
Posted: Fri Mar 30, 2012 12:44 pm
by t-ice
Alright. Thanks

Re: ALFA spawn system questions
Posted: Fri Mar 30, 2012 9:47 pm
by Curmudgeon
My understanding was that the X#_ variables only worked on blueprints and not for Spawnpoints.
Re: ALFA spawn system questions
Posted: Sun Apr 01, 2012 12:48 pm
by paazin
Oh, they do but if you pop down waypoints they also use those waypoints in neat and interesting ways.
Re: ALFA spawn system questions
Posted: Sun Apr 01, 2012 5:38 pm
by t-ice
Curmudgeon wrote:My understanding was that the X#_ variables only worked on blueprints and not for Spawnpoints.
Sure. Making the spawnpoint run a short script on each spawned creature that sets the variables as desired was my thinking all along. So that we won't be needing separate "random walker" blueprints.