party members - out of control!?
#26
Posté 17 septembre 2011 - 05:02
#27
Posté 17 septembre 2011 - 05:08
The Balder's Gate Method of Party Control is to allow complete possession of any party member.
NWN2 returned this type of method (but had really cruddy AI) and DA (Dragon's Age) returned this type of method in perhaps the best form that we have witnessed it, to date.
#28
Posté 17 septembre 2011 - 08:29
#29
Posté 17 septembre 2011 - 11:00
What a fine game that was...Wids wrote...
Ah. So it's basically like the Dungeon Siege method, then.
#30
Posté 17 septembre 2011 - 11:20
Well custom item is not very good as it takes a whole round to use it and do anything else again. It could be bound on one of those PC tools feats or I could change the henchman AI (wouldnt be compatible with Tony I guess unless I would modified tony as well) so if you use guard command or maybe attack nearest they will attack target you are currently attacking/casting at (if exist, if not default behavior).jmlzemaggo wrote...
That's very possible, as I already played a few community modules with that kind of feature, most of the time through some custom "usable" item in your inventory, specific to that module, allowing you to click on the target of your choice for your henchy to have a straight and personal chat with.Wids wrote...
I think it would be a huge goodie if, instead of Attack Nearest, we just had an Attack command where your pets attack whichever enemy you're highlighting at the time...
Maybe ask at the "Module" Forum.
But 100% possible.
I looked already into code and Guard command actually tries to attack the last enemy who attacked player character which is the only difference between attack nearest. Or do anyone have better idea how
Modifié par ShaDoOoW, 17 septembre 2011 - 11:49 .
#31
Posté 17 septembre 2011 - 11:40
I mentionned the item only as a proof that it's possible with NWN (scripting, no more item?) to have your henchy engaging a very specific enemy of your choice.
Now how to do that, I have no idea.
I just know it's doable. Through an item for now.
Which means also without any item.
Modifié par jmlzemaggo, 17 septembre 2011 - 11:44 .
#32
Posté 17 septembre 2011 - 01:19
#33
Posté 21 septembre 2011 - 02:14
Of course, I'd just be happy if Follow Me kept the henchmen right at my side. Just a couple hours ago, I watched my Skeleton Captain who was set on Follow Me run all the way around a pond to chop down a few merrow that my cleric was popping with her longbow. Again, "Follow Me". And again, Cap'n Skellie ran back to her about five steps before turning right back around and charging the merrow again. As luck had it, he ended up killing whatever merrow my cleric didn't kill and he came out mostly intact. Good thing he's a tough old bastich. Still ticked me off with that insubordination, though. <_<
#34
Posté 21 septembre 2011 - 06:11
99% of the time, henchies follow when told so. And if they don't, as you said, it could work fine as well.
#35
Posté 21 septembre 2011 - 05:36
Not so much in practice, though. The problem with NWN henchies is that they all act like they have a 5 int. A hench system like this would only work if the AI were better.
#36
Posté 24 septembre 2011 - 06:59
Silly pets.
Modifié par Wids, 24 septembre 2011 - 07:04 .
#37
Posté 24 septembre 2011 - 11:10
Also, I believe the AI will pick spellcasters (normally due to this) first.
That would explain the whole situation that you encountered.
What you should have done - use an Invis potion/spell/item and let all the ogres aggro on your skelie...then rain death and destruction down upon them!
#38
Posté 26 septembre 2011 - 02:05
I did the scripted item solution myself in my own game, but I only managed to figure out how to make henchmen reliably attack with weapons. All my attempts to get them to attack with spells were extremely unreliable. Sometimes they would, sometimes they wouldn't. I think my use of DetermineCombatRound() was being overridden by the AI scripts.
#39
Posté 26 septembre 2011 - 04:54
Not sure if this will help, but are you mucking about with DeterminCR directly or are you preempting it with X2_SPECIAL_COMBAT_AI_SCRIPT & SetLocalInt(OBJECT_SELF,"X2_SPECIAL_COMBAT_AI_SCRIPT_OK",TRUE)?BCH wrote...
I would be thrilled beyond belief if someone here came up with a way to direct henchmen at specific targets using the OnPlayerChat event, so that such things could be hotkeyed.
I did the scripted item solution myself in my own game, but I only managed to figure out how to make henchmen reliably attack with weapons. All my attempts to get them to attack with spells were extremely unreliable. Sometimes they would, sometimes they wouldn't. I think my use of DetermineCombatRound() was being overridden by the AI scripts.
This thread was very interesting to me :-) If anyone can figure out spell targeting for henchmen, it would be Funkyswerve & Lightfoot, eh?
<...and fishing out a short one>
Modifié par Rolo Kipp, 26 septembre 2011 - 04:55 .
#40
Posté 26 septembre 2011 - 04:56
As for spellcasting AI - NWN sucks! I don't think there is any system out there that really makes it much better without serious customizations.
I DO know that there are PWs that have done such customizations and as a result have incredibly good caster AI.
#41
Posté 27 septembre 2011 - 07:24
Rolo Kipp wrote...
Not sure if this will help, but are you mucking about with DeterminCR directly or are you preempting it with X2_SPECIAL_COMBAT_AI_SCRIPT & SetLocalInt(OBJECT_SELF,"X2_SPECIAL_COMBAT_AI_SCRIPT_OK",TRUE)?
This thread was very interesting to me :-) If anyone can figure out spell targeting for henchmen, it would be Funkyswerve & Lightfoot, eh?
I didn't even dig that deep into the AI. My clumsy attempts can be seen here, if anyone wishes:
social.bioware.com/forum/1/topic/192/index/4851554
#42
Posté 28 septembre 2011 - 11:07
So, having the programming experts from those two PWs share their information would be absolutely the pinnacle in improving AI.
#43
Posté 30 septembre 2011 - 12:05
WebShaman wrote...
I think both HG and WoG have perhaps some of the best AI possible.
So, having the programming experts from those two PWs share their information would be absolutely the pinnacle in improving AI.
Does HG = Higher Ground and WoG = World of Greyhawk?
Please forgive me, I'm not active enough in the community to know all the abbreviations.
#44
Posté 30 septembre 2011 - 12:52
You got it!BCH wrote...
Does HG = Higher Ground and WoG = World of Greyhawk?
Please forgive me, I'm not active enough in the community to know all the abbreviations.
#45
Posté 06 octobre 2011 - 04:48
I do that with Negative Energy Burst. It doesn't hurt my undead, it heals my undead and it saps the Strength of those towering muscleheads. What's not to love?WebShaman wrote...
Well, the AI normally picks out the "easiest" to hit (lowest AC) and the lowest HPs.
Also, I believe the AI will pick spellcasters (normally due to this) first.
That would explain the whole situation that you encountered.
What you should have done - use an Invis potion/spell/item and let all the ogres aggro on your skelie...then rain death and destruction down upon them!
#46
Posté 07 octobre 2011 - 01:05
OT but very curious about something... what do negative energy traps do to undead on your server?Wids wrote...
I do that with Negative Energy Burst. It doesn't hurt my undead, it heals my undead and it saps the Strength of those towering muscleheads. What's not to love?
#47
Posté 07 octobre 2011 - 03:40
It's a very basic thing so far but might be useful for ordering meat shields about.
Modifié par Calgacus, 08 octobre 2011 - 04:56 .
#48
Posté 07 octobre 2011 - 02:24
#49
Posté 08 octobre 2011 - 01:45
PS: just tried it in a mod with 2 henchmen in my partty, it worked.
Modifié par Calgacus, 08 octobre 2011 - 04:55 .
#50
Posté 08 octobre 2011 - 07:38
I haven't looked at your wands yet, but I figured I'd offer that as a suggestion.
I can post my own work if you prefer to look at my scripts.
(Still, as ShaDoOoW pointed out, using an item takes a full round, and I haven't yet figured out a chat-based method for picking a target.)





Retour en haut






