Okay, so I'm using this line of code...
DelayCommand (fd+=1.5, AdjustReputation(oPC, oPatrick, -100));
...within a cutscene to make an NPC hostile toward the PC. However, if the NPC kills the PC and the PC respawns, they're suddenly best friends.
My questions are:
Why is this happening?
And how do I stop it from happening?
Any help appreciated.
Friendly Enemies After Respawn
Débuté par
Wensleydale
, nov. 27 2011 07:55
#1
Posté 27 novembre 2011 - 07:55
#2
Posté 27 novembre 2011 - 08:09
Nevermind. I had the faction set to Commoner. Now that I've created a custom faction for the NPC, he remains hostile even after the PC respawns.
#3
Posté 27 novembre 2011 - 08:53
For future reference, in case you ever want to change it, I think that happens in the default player respawn script. There's a little block of code that cycles through each of the default factions and resets them to their default settings every time the player respawns.
I haven't worked with the default scripts in years, but I'm guessing it won't be too hard to find when you open it.
I haven't worked with the default scripts in years, but I'm guessing it won't be too hard to find when you open it.
#4
Posté 27 novembre 2011 - 09:10
Yeah, I kind of figured that's what might be happening. Thanks for that.





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