ALFA spawn system questions

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t-ice
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ALFA spawn system questions

Post 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?
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Curmudgeon
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Re: ALFA spawn system questions

Post 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.
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries

"This is not my circus. These are not my monkeys."

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t-ice
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Re: ALFA spawn system questions

Post 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?
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Re: ALFA spawn system questions

Post 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
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t-ice
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Re: ALFA spawn system questions

Post 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?
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Re: ALFA spawn system questions

Post by paazin »

They're decent enough that I don't bother.
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
t-ice
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Re: ALFA spawn system questions

Post by t-ice »

Alright. Thanks :)
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Curmudgeon
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Re: ALFA spawn system questions

Post by Curmudgeon »

My understanding was that the X#_ variables only worked on blueprints and not for Spawnpoints.
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries

"This is not my circus. These are not my monkeys."

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paazin
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Re: ALFA spawn system questions

Post by paazin »

Oh, they do but if you pop down waypoints they also use those waypoints in neat and interesting ways.
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t-ice
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Re: ALFA spawn system questions

Post 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.
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