Way Points

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Way Points

Way Points are kind of like "check points". Once Way Points are placed, the associated NPCs will faithfully "touch" each Way Points in turns, like this: wp #1 » wp #2 » wp #3 » wp last. After reaching the last Way Point, the NPC will then return to the first Way Point and start over.


Since the Way Points function as a series of "dots", as you are placing the dots (or Way Points), you should take extra care to make sure that they flow smoothly from one to another, to eventually "join" back to the starting point.


Smoothing Out the Way Points

Take time to "rotate" the arrow head so that they point towards the next Way Point, like that of a polygon. The following image showed 5 Way Points forming a pentagon, and with the arrow head rotated in such a way that they point from one to another in a smooth "flow". This will make your NPC walks more smoothly, too.


Don't just make use of the "Rotate Object 45o Left/Right" button because you probably probably need the "CTRL + Left/Right Arrow" for that precise touch.

Use as many Way Points as you need to smooth out the "polygon". Since "Way Points" use very little resources in NWN2, don't be afraid to use them.

In this story, Frans is having a problem in the basement of the tavern: a "rats" problem. Since the rats have destroyed some of his stored food, and is attacking anyone who set foot in the basement, Frans doesn't know what to do. Even though he tried rat poisons but the problem seemed to have gotten worse. He is really worried and is at a loss of what to do. So when the player enter the Tavern, he is pacing back and forth in the Lounge area.

Put down two "Empty" Way Points, and turn them in such a way that they arrowhead is pointing at each other (this would allow Frans to walk back and forth).


Creating a Way Point Set

Select both Way Points » Right Click and choose Create Waypoint Set. In the dialog box that popped up, type in "WP_c_frans" and hit "OK".

[Note: The naming convention is very important when it comes to creating a Way Point Set!]

The correct way to name the Way Point Set is to add in the NPC's tag (case sensitive), like this: "WP_ + (NPC tag)". This would then create a set of Way Points with name such as WP_(NPCTag)_nn, where nn is numbers from 01 to whatever.


So, if the NPC tag is "c_human", then the Way Point Set would be named "WP_c_human". Since c_human is the default tag for the human blueprint, every human NPCs you placed in your module will start to walk this Way Point Set. This may or may not be what you want to happen. So be careful!



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