In the current version of my mod it's possible for the player to run around for quite a while with a bunch of enemies after him and thus preventing these enemies from doing damage to friendly NPC's in combat. i would like to change this so that the enemies pretty quickly changes targets when the PC has been running away for a short while.
preventing enemies from running after the PC
Débuté par
gordonbrown82
, août 28 2010 12:07
#1
Posté 28 août 2010 - 12:07
#2
Posté 28 août 2010 - 09:37
I was thinking about doing that for other reasons (so enemies don't just run through your front lines). I haven't tried it yet, but what might work is define a Custom AI that reevaluates the threat tables in your script and then calls AI_DetermineCombatRound(). At least then you shouldn't have to alter any core scripts or move rules_core functionality into a custom creature script. You might also need to manually change the target if it takes too long for the AI to switch targets itself.
Modifié par FollowTheGourd, 28 août 2010 - 09:42 .





Retour en haut






