Post#8 » Sun Feb 12, 2017 5:55 pm
I sometimes take a walk around Altdorf/IC and see what NPCs can be altered/added to add a bit of immersion. Started with the Keg End event. I also add creature text bubbles at times which will trigger a dialog window once right-clicked upon, but they are far and few between at the moment. There's a variety of emotes that currently work for NPCs, but they have to be classed as 'looped', else an NPC fires off their set emote only once upon being in render range. When we get NPC emote scripting, we can put various emotes in a scripted sequence, allowing them to do much more than one set emote.
Would like to note that emotes differ from walking animations. This requires scripted pathfinding. Pathfinding is also necessary for enforcing true LOS, so that mobs know where collision models and door entries are, and do not mindlessly run through objects and walls while hunting players/other mobs.
As for having an emote to do both sit AND drink, that will either require custom tailoring NPC emotes together, or finding ones that correspond to this within the client. For player control over emotes we will also require client control. There's a few / emote commands lacking an obvious animation.
