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That depends entirely on what you want the NPCs to do.If you just want them to stand around and look pretty, that's pretty easy.If you want them to act like the robot masters in Light Labs, that's a little more difficult.
actor DunkelmanProp : CutmanProp 19643{//$Category MM8BDM-NPCTranslation "198:198=41:41", "198:198=228:228"States{Spawn:BARB A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")loopSee:BARB A 5 ACS_Execute(101,0,1)Goto SpawnTalking:BARB IAIAIAIAIAIAIAIAIA 4Goto Spawn}}
int talkdelay = (35*4);Script 101 (int whichcharacter){int message = Random(0, 4);int PropTID = ActivatorTID(); while(OldMessage == message) //Ensuring NPCs don't repeat. { message = Random(0,4); }TakeActorInventory(PropTID, "CutterFlag", 10);GiveActorInventory(PropTID, "CutterFlag", message);SetActorState(PropTID,"Talking",0); switch(whichcharacter) {Case 1: switch(message) { Case 0: NPC_Talk (0.8, 1, "rabble rabble"); Delay(talkdelay); break; Case 1: NPC_Talk (0.8, 1, "chit chat"); Delay(talkdelay); break; Case 2: NPC_Talk (0.8, 1, "babble babble"); Delay(talkdelay); break; Case 3: NPC_Talk (0.8, 1, "blah blah"); Delay(talkdelay); break; Case 4: NPC_Talk (0.8, 1, "eyjafjallajokull"); Delay(talkdelay/2); SetActorState(105,"Talking",0); NPC_Talk (0.85, 2, "it's a long long name"); //multiple lines! Delay(talkdelay); break; }break;}}Function void NPC_talk (int whatline, int whichone, str talkertext){LocalAmbientSound("misc/chat",127);SETFONT("SMALLFONT");HudMessage(s:talkertext; HUDMSG_PLAIN, whichone, CR_GRAY, 0.0, whatline, 4.5);}
Judging from the fact that you're quite new to this, I'd hazard to guess you aren't compiling the scripts. If that's the case, and you don't have an ACS compiler, you can find an ACS compiler here under the name of ACC.If that's not the case, then I've no clue.
You accidentally set Script Argument 1 to 11. It should be set to 1.also i just murdered frost man