Placing AISpot Nodes

This page briefly explains how to place and preview AISpot Nodes, using Object Spawner

This guide only explains how to place AISpot Nodes, for them to be actually be used by NPCs, you will need to setup a community

Usage

  • AISpot Nodes define workspots that NPCs created via communities can use

  • A workspot is simply a location at which a NPC will play a set of animations

Requirements

Tools

Knowledge

  • You need to have a basic understanding of:

    • Working with WolvenKit

    • Using Object Spawner (Spawning things and importing into WolvenKit)

Spawning AISpots

You must assign a unique NodeRef to each AISpot, in order for it to be usable

  • In order to spawn a new AISpot, select the corresponding spawn category in Object Spawner:

    • AI -> AI Spot

  • When you spawn an AISpot, it will by default use Judy to preview the animation

    • This may not always work (Judy will just stand there), since not all workspots support all body rigs

    • For more information on this, see below

Previewing Options

  • To know what rigs a workspot supports, take a look at the AI Spot -> Previewing Options -> Supported Rigs header

  • Here you can also change whether you want a NPC to preview the spot, and also which NPC should do so

    • A list of all NPC records can be found in Object Spawner Entity -> Record (Search for Character.)

  • Additionally, you can change the speed of the animation during the preview

    • This is helpful since each time you move the spot, the animation will restart

Spot Options

  • Is Infinite: If set to false, the NPC will try and go to the next AISpot defined in its community entry, once it is done with the current one

  • Markings: For information on markings, check the community guide

  • As mentioned above, you must assign a unique NodeRef to your AISpot, in order for it to be useable

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