Indeed. :> It's because I need one by myself and I can either try to create it by myself or I hope that stuff like this shows up by itself.
But to go back to the idea. I think it could work like that:
We have the bed scenery. Now we could define a hex under it, like the red point on that image:
The critter is moving to this hex and if he is on it, the graphic changes. If my guess is correct now, the new "bed critter" would be displayed over the regular scenery bed and it looks like the gritter is sleeping. If the sleeping-phase is done, he transforms back to his original look and is moving away again.
I just have no clue, if it's possible to change the NPCs look via script. I have never done this and I don't know of any examples in the original scripts. (If it's possible, I would like to know how, as it would be very useful for me. :>)
Anyway... the bed critter just needs one animation... bed with sleeping people inside. So it will not be able to move anyway, as it has no moving animation. The only problem might be "pushing away" due to some weapons like the rocket launcher.
But to go back to the idea. I think it could work like that:
We have the bed scenery. Now we could define a hex under it, like the red point on that image:
The critter is moving to this hex and if he is on it, the graphic changes. If my guess is correct now, the new "bed critter" would be displayed over the regular scenery bed and it looks like the gritter is sleeping. If the sleeping-phase is done, he transforms back to his original look and is moving away again.
I just have no clue, if it's possible to change the NPCs look via script. I have never done this and I don't know of any examples in the original scripts. (If it's possible, I would like to know how, as it would be very useful for me. :>)
Anyway... the bed critter just needs one animation... bed with sleeping people inside. So it will not be able to move anyway, as it has no moving animation. The only problem might be "pushing away" due to some weapons like the rocket launcher.