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How did this happen ?


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#1
Guest_Iveforgotmypassword_*

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Before I start the issue is fixed but that's not the problem, the thing is I can't work out why it happened. You know when you're testing and something goes wrong you have to think like a computer and turn your brain into a flow chart well I'd like to know what bit I missed for future reference.. This is what happened..

I've got an area that will spawn a patrol, trigger a conversation later and finish up in a fight after you exit a dungeon. When I was testing I found out that as my party of fearless warriors entered the area on their way to the dungeon I had left one of the due to spawn later NPC's on the path so I approached him fired the conversation and needless to say without his friends to help he died very quickly no problem.

Later on after doing the deed in the dungeon my party arrived in the same area to be met by the whole patrol this time ( including the one they killed earlier ). The conversation fired, things got a bit heated and there was another fight but this time the one that had been killed before decided it wasn't worth it and too dangerous and remained neutral ! Why ?

His former self had decayed a long time ago and was busy making compost in the woods, he had no problem going hostile the first time around so it wasn't the conversation. Does this mean that a conversation can only turn an NPC hostile once in a given area ?

I resolved it by deleting him from the path and when he spawned at the right time on another run through he decided to fight. It was just really weird so any pointers as to why would be appreciated so I know what to look out for next time..

Thank you.

Modifié par Iveforgotmypassword, 06 août 2012 - 03:35 .


#2
Kaldor Silverwand

Kaldor Silverwand
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One possibility is that depending on how you are turning them hostile, his former composting self is the one the script turned hostile rather than his born-again instance.

Regards

#3
Guest_Iveforgotmypassword_*

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They were turning hostile from the conversation with the ga_faction_ join script. I thought about the wrong version going hostile as soon as it happened but the other NPC was definitely gone. So does this mean that a decaying pile of pixel compost might still hold something of its tag ?

Here's another weird thing, the speak trigger is assigned to the NPC in question but still fired and the new version spoke so why if the other one sort of existed didn't that get priority and why didn't the speaking version override any other version ( be it decayed or in the process ) when it came to the hostile change.

That's why it got me puzzled. The plot thickens !