C][G GhostTown™

Trader AI

6 posts in this topic

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You can add NPCs with animations to your initPlayerLocal.sqf.  Here's an example of a guard I have patrolling in my Klem trader city:

Spoiler

["Exile_Guard_01", ["InBaseMoves_patrolling2"], "", "WhiteHead_20", [["arifle_MX_khk_F","muzzle_snds_H_khk_F","","optic_ERCO_khk_F",["30Rnd_65x39_caseless_mag",30],[],"bipod_01_F_khk"],[],[],["U_B_T_Soldier_F",[["30Rnd_65x39_caseless_mag",30,3]]],["V_PlateCarrier1_tna_F",[]],["B_AssaultPack_tna_F",[]],"H_HelmetB_Enh_tna_F","G_Tactical_Black",[],["","","","","",""]], [11446.9, 11361.8, 317.241], [-0.996226, 0.0867923, 0], [0, 0, 1]]

They're not AI in that you cannot interact with them but they are animated.    And you can stack animations so they'll do them in the order you list them. All animations can be accessed via 3den or of you go back to the original developer's post on 3den in this forum, they have a section listing some animations they thought would be appropriate for traders.

Edited by Bob_the_K

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_trader = 
[
    "Exile_Guard_01",					// Guard Type
    "",							// Don't give it a trader interface
    "WhiteHead_17",					// Head type - select from usual list of skins
    ["InBaseMoves_patrolling1"],			// Animations
    [X,Y,Z],						// Co-ordinates
    Rot							// Facing direction (rotation)
]
call ExileClient_object_trader_create;

instructions: https://github.com/redned70/CodeAddons/tree/master/Building Missions/Mapping although there is more in there about things

Edited by red_ned
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Question, will the guards attack patrolling DMS/Occupation AI? Currently my patrols open whoop ass on my trader guards but they do not shoot back?

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