CheckWayPoints(object)
Checks to see if an NPC has a valid waypoint to walk to.
int CheckWayPoints( object oWalker = OBJECT_SELF );
Parameters
oWalker
The creature to check for valid waypoints. (Default: OBJECT_SELF)
Description
This function takes oWalker's tag, and looks for waypoint tags with matching names: "POST_<tag>" and "WP_<tag>_01" (always checked). If the NW_FLAG_DAY_NIGHT_POSTING spawn-in condition has been set in oWalker's onSpawn script, then "NIGHT_<tag>" and "WN_<tag>" are also sought.
If ANY of these new tags is the tag of a valid waypoint the function returns true.
Remarks
CheckWayPoints could be useful as a sanity check on NPCs with waypoints.
This is used by SetListeningPatterns() in nw_i0_generic to do prevent NPCs with waypoints to walk from going to sleep at night (unimplemented).
Requirements
#include "x0_i0_walkway"
Version
1.22
Example
// Source for CheckWayPoints(): int CheckWayPoints(object oWalker = OBJECT_SELF) { object oWay1; object oWay2; object oWay3; object oWay4; string sTag = GetTag(oWalker); if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) { oWay2 = GetWaypointByTag("NIGHT_" + sTag); oWay4 = GetWaypointByTag("WN_" + sTag + "_01"); } oWay1 = GetWaypointByTag("POST_" + sTag); oWay3 = GetWaypointByTag("WP_" + sTag + "_01"); if(GetIsObjectValid(oWay2) || GetIsObjectValid(oWay4) || GetIsObjectValid(oWay1) || GetIsObjectValid(oWay3)) { return TRUE; } return FALSE; }
See Also
functions: | SetListeningPatterns | WalkWayPoints |
categories: | Core AI Functions | Get Data from Creature Functions | Movement Functions |
constants: | NW_FLAG_* Constants |
author: Iskander Merriman, editors: John Shuell, Mistress