So, in this encounter I'm setting up, it's supposed to be a necromancer and a few skeletons. Easy stuff, right? I set all their factions to Commoner so there can be a conversation, and then there's a fight. I haven't even got to the conversation part yet because I wanted to tune the encounter first, so I grabbed some code from another encounter I wrote which loops through the enemies present and switches their faciton.
Problem is, the skeletons immediately attack the necromancer... Not what I wanted. How do I fix that? Is there another setting other than faction I need to set to make these two parties play nice?
BTW - they are clearly all on the commoner faction to start - I run the module and put my start point in this room for testing, and I can walk around no problem, No one attacks me. Then I have a test script that looks like this that I run to switch them all over:
object oEnemy; string sEnemyGroup = "NECRO";
int nLoop;
oEnemy = GetObjectByTag("necro"); GroupAddMember(sEnemyGroup, oEnemy); ChangeToStandardFaction(oEnemy, STANDARD_FACTION_HOSTILE); AssignCommand(oEnemy, ClearAllActions(TRUE)); AssignCommand(oEnemy, DetermineCombatRound()); for (nLoop = 1; nLoop <= 4; nLoop++) { oEnemy = GetObjectByTag("necro_skeleton" + IntToString(nLoop)); GroupAddMember(sEnemyGroup, oEnemy); ChangeToStandardFaction(oEnemy, STANDARD_FACTION_HOSTILE); AssignCommand(oEnemy, ClearAllActions(TRUE)); AssignCommand(oEnemy, DetermineCombatRound()); }
The skeletons all have tags like "necro_skeleton1", etc.
Any clues?
Human Bad Guy + Skeleton Bad Guys = Mayhem. Help me fix.
Débuté par
ColorsFade
, mars 15 2013 10:20
#1
Posté 15 mars 2013 - 10:20
#2
Posté 15 mars 2013 - 10:21
First, I'd set them to some custom faction and not commoner. Commoner always seems to cause strange faction issues for me.
#3
Posté 15 mars 2013 - 10:48
Thanks kamal_. That got me close. I changed the faction to a "neutrals" faction I had created a while back. The skeletons attacked me, but the necro just sat there. I checked his tag - when I painted him down into the area, the toolset defaulted his tag to CamelCase, instead of all lowercase, which is what my script was looking for. I've learned the toolset is case-sensitive.
I have two other mysterious issues now.
1) The center floor area in this crypt room (it's 3x3) is not walkable. I thought it might be because of a glyph I put down, so I took that away and rebaked. Still can't walk it. It's open - nothing in the way, the whole tile is blocked. I placed a different tile, no diff after baking. I took as many placeables in the whole area as I could and made them environmental. Rebaked - no difference. This ever happen to anyone?
2) I gave this guy a robe and a dagger. The dagger shows up, the robe does not. I equipped both on his person. Finding it aggravating that the robe won't show on him.
I have two other mysterious issues now.
1) The center floor area in this crypt room (it's 3x3) is not walkable. I thought it might be because of a glyph I put down, so I took that away and rebaked. Still can't walk it. It's open - nothing in the way, the whole tile is blocked. I placed a different tile, no diff after baking. I took as many placeables in the whole area as I could and made them environmental. Rebaked - no difference. This ever happen to anyone?
2) I gave this guy a robe and a dagger. The dagger shows up, the robe does not. I equipped both on his person. Finding it aggravating that the robe won't show on him.
#4
Posté 15 mars 2013 - 11:09
These are my guesses:
1) Some of the tile sets have a memory, its an odd thing to witness but it remember the tile that was there. This mostly happens when you change a tiles selection but not the tile. Delete the offending tile, bake and place the new and bake. Might not work in your case but its worth a try.
2) the npc has a setting to allow armour or show armour. Make sure that is set true.
PJ
1) Some of the tile sets have a memory, its an odd thing to witness but it remember the tile that was there. This mostly happens when you change a tiles selection but not the tile. Delete the offending tile, bake and place the new and bake. Might not work in your case but its worth a try.
2) the npc has a setting to allow armour or show armour. Make sure that is set true.
PJ
#5
Posté 15 mars 2013 - 11:18
2), what pj said. npcs can be set to not show armor, so you can equip and npc in plate mail and have the npc wearing robes. When you do this, the npc is treated as wearing the armor (for things like armor class etc), but only the robes etc display.
#6
Posté 15 mars 2013 - 11:18
2) It was a robe they weren't allowed to wear :-) LOL, that's cool that it works though.
Still figuring out the floor...I changed it to a different tile (with walls) and that worked, but it needs to be open on four sides, so I changed it back and rebaked, and still has the same issue. Trying your suggestion now.
Still figuring out the floor...I changed it to a different tile (with walls) and that worked, but it needs to be open on four sides, so I changed it back and rebaked, and still has the same issue. Trying your suggestion now.
#7
Posté 16 mars 2013 - 03:27
Figured out the floor finally, thanks to this link.
It appears it was too many placeables in the tile. I started converting placeables to environmentals (something I usually do anyway) and wasn't getting any relief. I figured I'd converted as many as I could, but I had two brazier's left that weren't converted. After I converted them this morning, the area was walkable again.
Phew... that goodness that wasn't permanent.
That's the last of the issues for the moment. Now I can finish tunin this encounter. This is the first "big" (I use that term loosely; you'll be level 2 or 3 by the time you hit this is all) encounter early in the campaign. But it should be fun. I love the atmosphere of this room!
It appears it was too many placeables in the tile. I started converting placeables to environmentals (something I usually do anyway) and wasn't getting any relief. I figured I'd converted as many as I could, but I had two brazier's left that weren't converted. After I converted them this morning, the area was walkable again.
Phew... that goodness that wasn't permanent.
That's the last of the issues for the moment. Now I can finish tunin this encounter. This is the first "big" (I use that term loosely; you'll be level 2 or 3 by the time you hit this is all) encounter early in the campaign. But it should be fun. I love the atmosphere of this room!
#8
Posté 16 mars 2013 - 07:31
braziers have caused me lots of grief with knocking out map grids - some tables do it too - even if they are the only plc.
#9
Posté 17 mars 2013 - 09:50
If you're looping through and adding everything into a group, then it'd be easier to use the group functions defined in ginc_group to turn the entire group hostile all at once.
What I sometimes do is to spawn the entire group as a single encounter (including the boss), then use the encounter to group function (also in ginc_group I think) after a slight delay to add the entire encounter to a named group. Then use the various ginc_group functions to manipulate them en masse.
Another option is to create a custom faction, then spawn or place everyone in the group with that faction set on them. Then you can turn the entire faction hostile with a single function.
What I sometimes do is to spawn the entire group as a single encounter (including the boss), then use the encounter to group function (also in ginc_group I think) after a slight delay to add the entire encounter to a named group. Then use the various ginc_group functions to manipulate them en masse.
Another option is to create a custom faction, then spawn or place everyone in the group with that faction set on them. Then you can turn the entire faction hostile with a single function.
#10
Posté 18 mars 2013 - 12:23
DannJ wrote...
If you're looping through and adding everything into a group, then it'd be easier to use the group functions defined in ginc_group to turn the entire group hostile all at once.
What I sometimes do is to spawn the entire group as a single encounter (including the boss), then use the encounter to group function (also in ginc_group I think) after a slight delay to add the entire encounter to a named group. Then use the various ginc_group functions to manipulate them en masse.
Another option is to create a custom faction, then spawn or place everyone in the group with that faction set on them. Then you can turn the entire faction hostile with a single function.
All valid ideas.
I simply prefer to paint down my entire encounter. I like "seeing" how it looks as opposed to spawning stuff.
#11
Posté 02 avril 2013 - 01:37
If through a conversation, "ga_attack" and "ga_attack_target" work well for me....and if timing is an issue, they will preoccupied with attacking the PC (or selected NPC) and won't bother with their friend who hasn't got his orders yet. Also, a cheap and easy way to have some tactics without dealing with the AI (I have archers attack the wizard companion, for example)
#12
Posté 04 avril 2013 - 06:45
Included in my Silverwand Sample Campaign is a script ga_bb_set_faction that can be used within a conversation to change everyone from a custom faction to hostile. In such cases I also recommend using a custom faction rather than a standard one.
Regards
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