Hi everyone,
This is probably a very newbie question, but...
I've created a faction called 'bob'* in the faction part of the toolset and set the default behaviours. What I want to do is have the 'bobs' friendly enough to talk to, but if the player deliberately antagonizes the 'bobs'* (in conversation)they will become hostile - but I want all the 'bobs'* in the module to become hostile and to attack on sight.
I've tried ga_faction_rep to no effect and ga_faction_join only seems to work one creature/type at time and not an entire faction.
help! please.....
*'bob' is obviously a silly example name to avoid any spoilers (mind you, now I mention it....).
How do I make an entire faction hostile/attack?
Débuté par
CrazyPea
, août 18 2010 02:21
#1
Posté 18 août 2010 - 02:21
#2
Guest_Chaos Wielder_*
Posté 18 août 2010 - 04:01
Guest_Chaos Wielder_*
In the faction editor, have you set the faction "Global" flag to TRUE?
Do you know any scripting, by the way. I'm sure the SetReputation function works(I've used it for some time). I don't know, however, if that function specifically is called through those default ga_ scripts.
Do you know any scripting, by the way. I'm sure the SetReputation function works(I've used it for some time). I don't know, however, if that function specifically is called through those default ga_ scripts.
#3
Posté 18 août 2010 - 04:37
Yes the global flag is set to true, but no I haven't got a clue when it comes to scripting.
#4
Guest_Chaos Wielder_*
Posté 18 août 2010 - 04:49
Guest_Chaos Wielder_*
Hm, looks like the script ga_faction_rep should work.
Try this. In the conversation, set "string sTarget" to "$PC", "string sTargetFaction" to the TAG of the creature in the "bob" faction, and "string sChange" to -100.
I hope you don't already have that. :/
It should work.
Try this. In the conversation, set "string sTarget" to "$PC", "string sTargetFaction" to the TAG of the creature in the "bob" faction, and "string sChange" to -100.
I hope you don't already have that. :/
It should work.
#5
Posté 18 août 2010 - 05:43
Still not working, have included a shot of the toolset, just to make sure am doing it right. C_bob just says his barkstring and stands there looking at me. His friends just jus hang around doing nothing.
edit: hehehe added pic of a map from my PnP campaign by accident.
edit: hehehe added pic of a map from my PnP campaign by accident.
Modifié par CrazyPea, 18 août 2010 - 05:56 .
#6
Posté 18 août 2010 - 05:45

#7
Guest_Chaos Wielder_*
Posté 18 août 2010 - 06:03
Guest_Chaos Wielder_*
Add a dialog option for the PC(a blue node). It's possible that the script isn't firing because $PC refers to the PCSpeaker, and maybe it's not firing because the PC never gets a chance to speak.
Also, make *absolutely* sure that c_bob is in the correct faction you want *and* that there aren't any other c_bob characters running around. Best to clear up any possible problems(as no doubt we're overlooking something simple here--this shouldn't be a complicated script, haha).
Also, make *absolutely* sure that c_bob is in the correct faction you want *and* that there aren't any other c_bob characters running around. Best to clear up any possible problems(as no doubt we're overlooking something simple here--this shouldn't be a complicated script, haha).
#8
Posté 18 août 2010 - 06:53
scripts don't fire reliably on barksting convos
#9
Posté 18 août 2010 - 06:58
Chaos Wielder -You are an absolute genius 
(and thank you too Wyrin)
It wasn't working because it wasn't on the PC speaker line.
Thank you kind Sir/Madam. I have to admit that i was on the verge of giving up, but you've gone and sorted it. thank you again. IF I ever get this update finished you will definitely be in the special thanks
(and thank you too Wyrin)
It wasn't working because it wasn't on the PC speaker line.
Thank you kind Sir/Madam. I have to admit that i was on the verge of giving up, but you've gone and sorted it. thank you again. IF I ever get this update finished you will definitely be in the special thanks
Modifié par CrazyPea, 18 août 2010 - 07:01 .





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