#(quantumtoa) Disable a Citizens NPC from wandering while a player is nearby

18 messages · Page 1 of 1 (latest)

rigid igloo
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Hi there, brand new to Citizens/Denizen so apologies if this is a commonly asked question. I'd like a Citizens NPC (shopkeeper) to wander within a preset area. However, when a player gets close, I'd like them to stop wandering and instead focus on the player (instead of continuing to wander) and then resume wandering after the player gets far enough away for a few seconds. What would I need to do to accomplish this?

terse bayBOT
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(quantumtoa) Disable a Citizens NPC from wandering while a player is nearby

terse bayBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

rigid igloo
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bumping this thread once - I unfortunately am currently on a vacation so working on getting this done myself from scratch is out of the question, but just wanted to know if there were at least some places I could get started with the knowledge base to accomplish this?

pseudo mist
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all you need here would be a proximity trigger probably

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!lang assignment script cont

hushed groveBOT
# pseudo mist !lang assignment script cont

Assignment script-containers provide functionality to NPCs by 'assignment' of the container. Assignment
scripts are meant to be used when customizing the normal behavior of NPCs. This can be used on a 'per-NPC' basis,
but the encouraged approach is to design assignment scripts in a way that they can be used for multiple NPCs,
perhaps with the use of constants or flags to determine specific information required by the scripts.

Features unique to assignment script-containers include 'actions' and 'interact script' assignment.
Like any script, the ability to run local utility scripts can be accomplished as well. This allows fully
interactive NPCs to be built purely with Assignment Scripts, and for advanced situations, world scripts and
interact scripts can provide more functionality.
See als...

Group

Script Container System

pseudo mist
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!action proxim

hushed groveBOT
# pseudo mist !action proxim
Cannot Specify Searched Action

Multiple possible actions: proximity, exit proximity, move proximity, enter proximity, mob exit proximity, mob move proximity, mob enter proximity.

pseudo mist
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either enter proximity + exit proximity or move proximity depending on how you want to handle this

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!mech npc.waypoint_prov

hushed groveBOT
pseudo mist
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Can use that mech to stop/renable wandering

merry bladeBOT
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@rigid igloo