Boss creatures not attacking
#1
Posté 09 juin 2011 - 11:55
This is happening to two completely different bosses, both of which have been completely remade from scratch with no difference.
The confusing part is that it happens on the server ... it happens on my computer (the one that all the modding is done on) ... but it doesn't happen on my husbands computer. He can load up the module and test out the bosses and they attack just fine.
We can't figure out why these two bosses don't attack, but there are no issues with any other these two.
Any one have ideas?
Thanks,
Wombat
#2
Posté 09 juin 2011 - 01:20
Compair the scripts between the two computers.
Check to see if the scripts have been added to the override folder or any of the haks on the two computers.
#3
Posté 09 juin 2011 - 10:27
The only override I've ever had on my computer is one to make the hands show.
Only haks attached to the module are CEP 2.3. I have started putting scripts into the custom.hak but this problem has been nagging since before then. It started out as only one boss doing it, but we recently put a new area in and the new boss started.
Wombat
#4
Posté 09 juin 2011 - 11:26
#5
Posté 10 juin 2011 - 12:31
#6
Posté 10 juin 2011 - 03:56
Tassie Wombat wrote...
The confusing part is that it happens on the server ... it happens on my computer (the one that all the modding is done on) ... but it doesn't happen on my husbands computer. He can load up the module and test out the bosses and they attack just fine.
This tells me that one of the two computers is overriding the script. If it is your husbands computer, No problem once you find the problem and fix it, it will work correctly on your machine. If however it is your computer that is overriding the script even if you find the problem and recompile the corrected script you will still have to place it in a place where it can override the other script, If not it will have no effect and your problem will presist.
Tassie Wombat wrote...
These two bosses are using the standard x2_ scripts except for their OnDeath.
That does not tell me much,. So I would guess that you are either useing nw_c2_* or nw_ch_*
Still your first goal is to find out why it is differant on one computer form the other Once you figure that out you probably even know the script to change.
I guess I should also ask. Is the creature painted in the toolset or spawned in during play.
#7
Posté 10 juin 2011 - 04:52
2. The custom.hak has NO x2_ or nw_ scripts in it ... all other haks are the standard CEP 2.3 .. and are identical across all three computers.
3. The creature uses the x2_ scripts calling the default nw_c2 scripts.
4. The creature is spawned in during play.
5. Other creatures are using the exact same x2_ scripts and behave normally.
#8
Posté 10 juin 2011 - 05:06
The only thing other then a script being overriden ( a .ncs file) that could cause this would be for the monsters blue print to be overriden. (a .utc file)
Out side of that I am at a loss as it does not run the same on the two computers.
#9
Posté 10 juin 2011 - 05:13
Lightfoot8 wrote...
Well to me there is nothing standard about CEP 2.3 I myself do not use it just because of the use of the updater. There is no good way to know for sure if the content between two different installs are the same or not.
The only thing other then a script being overriden ( a .ncs file) that could cause this would be for the monsters blue print to be overriden. (a .utc file)
Out side of that I am at a loss as it does not run the same on the two computers.
Well thanks for the reply there friend.
seems wifey and me will keep bashing our heads, I will remake the creature and try renaming and new resref etc.
#10
Posté 10 juin 2011 - 05:25
Lightfoot8 wrote...
Well to me there is nothing standard about CEP 2.3 I myself do not use it just because of the use of the updater. There is no good way to know for sure if the content between two different installs are the same or not.
We downloaded CEP 2.3 once and copied it across all three computers so we knew we had the same version.
Lightfoot8 wrote...
The only thing
other then a script being overriden ( a .ncs file) that could cause this
would be for the monsters blue print to be overriden. (a .utc file)
There are no .utc files for this creatures in the haks or overrides.
Lightfoot8 wrote...
Out side of that I am at a loss as it does not run the same on the two computers.
You and me both !! The one good thing from this is that it has made me double check that all the important files are identical across all three computers.
Oh well ... guess it's time for me to look at the AI ... something I've put in the too-hard basket until now.
Thanks for your help Lightfoot8
Wombat
#11
Posté 10 juin 2011 - 06:43
Tassie Wombat wrote...
I have a problem with a couple of boss creatures not attacking. They just stand there and get beaten to death. If they have spells then they cast them, but then just stop and stand there.
This is happening to two completely different bosses, both of which have been completely remade from scratch with no difference.
...
Thanks,
Wombat
It sounds as though they're trying to call a talent that isn't there, but the engine thinks is. If the two bosses have any spells or special abilities in common, try removing one of those at a time.
#12
Posté 10 juin 2011 - 07:29
2) If they work on one machine, but not the other, then compare what differs between the two machines (or three)? Perhaps those not running the bosses correectly need their CPU Affinities set.
3) When in doubt, erf and send them to a third party for testing. Being able to "get hands on" something is much easier than second guessing.
#13
Posté 10 juin 2011 - 08:48
#14
Posté 10 juin 2011 - 09:06
object oAttacker = GetLastAttacker(OBJECT_SELF);
if (GetIsEnemy (oAttacker) && !(GetIsInCombat()))
{
ActionAttack(oAttacker);
return;
}
So this would presume the boss is not in combat and since they are doing nothing that presumption is probably correct. Something like this to get them started or at least fight back. Won't fire again as long as they are in combat. Not the best solution but if all else fails this should work.
#15
Posté 10 juin 2011 - 10:21





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