//Spawn NPC 1
exec function SpawnNPC1(nam : name, optional wantimmortal : bool)
{
var ent : CEntity;
var pos : Vector;
var rot : EulerAngles;
var template : CEntityTemplate;
var compicon : String;
compicon = "icons/monsters/ICO_MonsterDefault.png";
pos = thePlayer.GetWorldPosition() + VecRingRand(1.f,2.f);
template = (CEntityTemplate)LoadResource(nam);
if (nam == 'Bow1')
{
template = (CEntityTemplate)LoadResource("gameplay\community\community_npcs\novigrad\oxenfurt\redanian_soldier_range_bow.w2ent", true);
}
if (nam == 'Bow2')
{
template = (CEntityTemplate)LoadResource("gameplay\community\community_npcs\nml\regular\nilfgaardian_soldier_ranged_bow.w2ent", true);
}
ent = theGame.CreateEntity(template, pos, rot);
((CNewNPC)ent).SetLevel(32);
((CActor)ent).ForceSetStat(BCS_Vitality, thePlayer.GetStatMax(BCS_Vitality));
((CActor)ent).SetHealthPerc(100);
((CActor)ent).SetTemporaryAttitudeGroup( 'player', AGP_Default );
((CActor)ent).SetAttitude( thePlayer, AIA_Friendly );
if(wantimmortal)
{
((CActor)ent).SetImmortalityMode(AIM_Immortal, AIC_Default);
}
else
{
((CActor)ent).ForceVulnerable();
}
}
//Spawn NPC 2
exec function SpawnNPC2(nam : name, optional wantimmortal : bool)
{
var ent : CEntity;
var pos : Vector;
var rot : EulerAngles;
var template : CEntityTemplate;
var compicon : String;
compicon = "icons/monsters/ICO_MonsterDefault.png";
pos = thePlayer.GetWorldPosition() + VecRingRand(1.f,2.f);
template = (CEntityTemplate)LoadResource(nam);
if (nam == 'Bow1')
{
template = (CEntityTemplate)LoadResource("gameplay\community\community_npcs\novigrad\oxenfurt\redanian_soldier_range_bow.w2ent", true);
}
if (nam == 'Bow2')
{
template = (CEntityTemplate)LoadResource("gameplay\community\community_npcs\nml\regular\nilfgaardian_soldier_ranged_bow.w2ent", true);
}
ent = theGame.CreateEntity(template, pos, rot);
((CNewNPC)ent).SetLevel(32);
((CActor)ent).ForceSetStat(BCS_Vitality, thePlayer.GetStatMax(BCS_Vitality));
((CActor)ent).SetHealthPerc(100);
((CActor)ent).SetTemporaryAttitudeGroup( 'hostile_to_player', AGP_Default );
((CActor)ent).SetAttitude( thePlayer, AIA_Friendly );
if(wantimmortal)
{
((CActor)ent).SetImmortalityMode(AIM_Immortal, AIC_Default);
}
else
{
((CActor)ent).ForceVulnerable();
}
}