nvm that part was easy enough, now my question is once quest is accepted how to get it to activate whatever i want it to :P
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nvm that part was easy enough, now my question is once quest is accepted how to get it to activate whatever i want it to :P
You edit your posts too much <.<
Even if you figure something out, or you think it's stupid, (my advise) don't edit it out, it may come in handy for those who actually DO read around here (like me) >.>
Please, in the future, just please, add, instead of edit :wink::):
//ontop sorry I cannot help out with whatever you need, as I have no experience working with AIpolicy :(:
(trial and error FTW :wink:)
maybe by just adding the aicontrollerid in the aitrigger field in tasks data?!
well when a quest is activated to spawn a mob/boss/another npc, the npc request / quests does not call an ai policy link that can be seen on current aipolicy.data's as they are embedded into multiple other files. So im currently exploring creature builder options in tasks but have had no luch yet.
Think ronny had a ai link table somewhere depicting ai flow between system elements.
I already checked that out ^^
hmmm... this makes me wonder if aipolicy editor should have a task editor integrated into it so following the AI is easier...
I may have to start a long-term project and integrate aipolicy, elements and tasks...
that would be well worth-while
nothing needs to change in elements for this to work, its strictly aipolicy and tasks.
Nonetheless tasks and elements have to work together, what are we even saying, there could be nothing bad about having an all in one editor, especially since they all do "have to work with each other"... :lol:
I'm going to put my current project on hold and get to work on this :)
Current project - early release - incomplete but functional LoL...