SetNpcNavigationMode
setNpcNavigationMode
AVAILABLE FROM UPDATE 0.1.2
This function is available in G1R:MP 0.1.2 and later. The contract below includes the compatibility guarantees introduced in that update.
Selects built-in route movement or direct resource-scripted movement for a resource-owned NPC.
Syntax
bool setNpcNavigationMode(int npcId, string mode)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
npcId |
int |
yes | The server-assigned NPC identifier returned by spawnNpc or getNpcs.
|
mode |
string |
yes | Case-sensitive movement mode: "builtin" or "scripted".
|
Returns
Returns true when the requested mode is valid and accepted; otherwise returns false.
Examples
Take direct control of an NPC's movement:
if setNpcNavigationMode(npcId, "scripted") then
setNpcMoveGoal(npcId, 20.0, -7.5, 2.0)
end
Notes
- Available only in server-side resource scripts.
- Only the resource that created the NPC may change its navigation mode.
- New NPCs start in
"builtin"mode, wheresetNpcRoute, server path planning and the selectedwait/avoidbehavior remain available. - In
"scripted"mode, direct resource goals bypass built-in route following, path planning and avoidance. Static world blockers and authoritative character-capsule collision remain mandatory. - Changing between modes stops the NPC and clears both its current route and direct move goal. Repeating the current mode is a successful no-op.
- The mode changes movement only. It does not grant client authority or bypass server-owned combat, health or other gameplay rules.
- Scripted NPC movement is ground-only and does not provide arbitrary vertical control or moving-platform attachment.