Aller au contenu

Photo

EVENT TYPE TEAM DESTROYED doesnt fire...


2 réponses à ce sujet

#1
bigrickman

bigrickman
  • Members
  • 31 messages
If the team isnt destroyed by the player (or his party)

So for instance if i have two teams fighting each other, unless the player scores the killing blow it wont register that one team has been defeated.

Any way around this?

#2
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages

bigrickman wrote...

If the team isnt destroyed by the player (or his party)

So for instance if i have two teams fighting each other, unless the player scores the killing blow it wont register that one team has been defeated.

Any way around this?


Are you sure this is the case? That hasn't been my experience. The event is fired by the death script of the creature. There's no check in the code that I can see for who the killer is. There are a number of fights in the main game where the player fights with allies and the team death still fires.

The team destroyed event is sent to the current area. Are you checking for it on the creature's script instead of the area script?

Modifié par DavidSims, 17 décembre 2009 - 04:52 .


#3
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages

bigrickman wrote...

also UT_teammove stops if they encounter enemies, they will fight and then return to their start position but not continue on their path, any help here too?


Try setting the parameter bNewHome to TRUE in the team move call. It should make them walk to their original destination after the fighting ends. If you don't want them to fight at all, they probably shouldn't be in a group that's hostile to the other creatures. If you want them to continue walking even if they see enemies, that's going to be tricky to pull off. I can think of a few possible approaches, the easiest of which is probably to use custom ai.