NPCs
SOMA includes cScrAgentHumanoidNPC : cScrAgentHumanoid in script/agents/Agent_Humanoid_NPC.hps.
Its Init sets mbCanBeTalkedTo to false and clears msVoiceName. Its SetupAfterLoad calls the parent setup method and creates a head-tracker component.
The humanoid NPC extends the humanoid agent with NPC animation and conversation behavior. NPC_SetMainAnimation sets its main animation and disables movement animations; NPC_PlayExtraAnimation plays an additional animation and returns to the main animation when finished.
Contents
Before you start
- Open the map script inside your own mod. Keep its generated includes,
cScrMap : iScrMapclass and callback structure. See Add your first script if you have not edited a map script yet. - Add the helper include shown below alongside the script’s other includes.
- Read the stock example before copying its calls: named entities, voice subjects, materials and callbacks must belong to the map or resources you are using.
Follow the stock example
#include "helpers/helper_ai.hps"
NPC_SetMainAnimation
Sets and plays the main animation of the NPC. This will also turn off any movement animations.
| Parameter | Meaning |
|---|---|
asNpcName |
name of the NPC. Wildcard supported. |
asAnim |
The name of the animation |
abPlayTransition |
If a transition animation should be played. |
asCallbackFunc |
name of callback function. Only used if there is a transition animation. Syntax void Func(const tString &in asEntityName, const tString &in asAnimName) |
afFadeTime |
time it takes to fade to the animation. |
abGlobalSpace |
if the animation takes place in global space |
In maps/chapter04/04_02_tau_inside/04_02_tau_inside.hps, SOMA calls NPC_SetMainAnimation as follows.
NPC_SetMainAnimation("Lindwall","idle_talk");
| Parameter | Value in this stock call |
|---|---|
asNpcName |
"Lindwall"
|
asAnim |
"idle_talk"
|
This is an excerpt from that stock script; its referenced names and variables belong to that script.
NPC_PlayExtraAnimation
Plays an extra animation for the NPC. Will return to main animation (see NPC_SetMainAnimation) when done.
| Parameter | Meaning |
|---|---|
asNpcName |
name of the NPC. Wildcard supported. |
asAnim |
The name of the animation |
afFadeTime |
The time it takes to fade in the animation. |
asCallbackFunc |
name of callback function. Syntax void Func(tString &in asEntityName, tString &in asAnimName) |
abGlobalSpace |
the animation will be played in global space coordinates (?) |
Check your change
Save the script and restart the map in development mode with F5. If the script fails, open F1 and use Show Error List or Show HPL Log. See the development loop for the launch and debugging steps.