Please help.
My summons are not attacking anything when they are invisible. I've looked through the scripts, can't figure out.
Summons not attacking when invis
Débuté par
bdtgazo
, août 20 2013 10:17
#1
Posté 20 août 2013 - 10:17
#2
Posté 21 août 2013 - 11:40
To add to that... if I cast invis on a summons, even if I direct them to attack nearest or I am being attacked, they will not attack until the invis wears off.
The best work around I came up with was to increase the duration of displacement. Ugh.
The best work around I came up with was to increase the duration of displacement. Ugh.
#3
Posté 22 août 2013 - 12:36
bdtgazo wrote...
Please help.
My summons are not attacking anything when they are invisible. I've looked through the scripts, can't figure out.
What scripts have you looked through?
Are you using the default AI or a modified one?
#4
Posté 22 août 2013 - 12:43
I'm using the default ai.
I've been through all the generic summons scripts and their includes.
Summons is using, for example, nw_ch_ac1 onHB. I should note that I have imported an erf that allows for easy customization of summoned pets - it gives me a list of all the summoned creatures under Special/Custom/5, but has no other effect that I am aware of.
I have CEP 2.4a and NESS if that helps.
I've been through all the generic summons scripts and their includes.
Summons is using, for example, nw_ch_ac1 onHB. I should note that I have imported an erf that allows for easy customization of summoned pets - it gives me a list of all the summoned creatures under Special/Custom/5, but has no other effect that I am aware of.
I have CEP 2.4a and NESS if that helps.
#5
Posté 22 août 2013 - 01:01
Well I gave up on CEP a long time ago and have never used NESS. But your problem should be in the AI. somewhere in the DetermineCombatRound function. It is located in NW_I0_GENERIC
#6
Posté 22 août 2013 - 02:03
NESS Shouldn't matter in this case since this is a PC's summons not a spawn correct?
Since you are using CEP please post the ai event scripts for your summons. Specifically spawn, perception, conversation, and attacked. Due to the issues with formatting on teh forum I recommend posting these scripts to pastebin, and linking back to the paste from a post.
Since you are using CEP please post the ai event scripts for your summons. Specifically spawn, perception, conversation, and attacked. Due to the issues with formatting on teh forum I recommend posting these scripts to pastebin, and linking back to the paste from a post.
Modifié par henesua, 22 août 2013 - 02:04 .
#7
Posté 22 août 2013 - 11:30
Will do.
OnSpawn: http://pastebin.com/LS9p9hDX
OnPerception: http://pastebin.com/rfDkW9jN
OnAttacked: http://pastebin.com/BWKBjgjA
OnConvo:http://pastebin.com/mdKVrLj1
and jic, nw_io_generic: http://pastebin.com/rP3NhQ84
'preciate you taking the time to look this over.
OnSpawn: http://pastebin.com/LS9p9hDX
OnPerception: http://pastebin.com/rfDkW9jN
OnAttacked: http://pastebin.com/BWKBjgjA
OnConvo:http://pastebin.com/mdKVrLj1
and jic, nw_io_generic: http://pastebin.com/rP3NhQ84
'preciate you taking the time to look this over.
#8
Posté 22 août 2013 - 01:45
I have a similar problem with enemy spellcasters. They'll go invisible and then just stand there.
#9
Posté 22 août 2013 - 04:32
That's the ai doing that of course. I believe the ai tells enemy spellcasters to go defensive when invis. Try using a fast self buff routine, so that all defensive spells are cast at once.
I have a boss onSpawn script that fast buffs. I will share it, but I have to check for bugs first as I lost my most recent updates, have that invis issue, and am not sure about bugs.
If I'm sure its clean, I can send it along with any includes.
In the meantime, if you are brave, you can play with the default ai numbers and tweak them to make the spellcasters more aggressive.
I have a boss onSpawn script that fast buffs. I will share it, but I have to check for bugs first as I lost my most recent updates, have that invis issue, and am not sure about bugs.
If I'm sure its clean, I can send it along with any includes.
In the meantime, if you are brave, you can play with the default ai numbers and tweak them to make the spellcasters more aggressive.
#10
Posté 22 août 2013 - 06:52
at dr.b:
Doing some testing.
Test 1: no invis, using fast buff, caster did not attack until I attacked him
Test 2: removed fast buff, and used the NW script set instead of the X2 script set, caster attacked when he saw me
Test 3: added in fast buff on spawn, using spawnboss script, which sets the fast buff flag; casters did not attack
Test 4: used default NW script set, still no invis, then edited the onspawn to include one line to set the flag for fast buff, and they didn't attack; so right now the issue for me is something to do with setting that flag.
Going to have to tinker. Could take some time.
Test 11: LIMITED SUCCESS. Been using 3 caster spawns to test with. For this test, I changed one of the spawns to a PREVIOUSLY made custom goblin mage, which was ALREADY using the default NW script package plus the Spawnboss script. The two original casters did nothing, the goblin cast invis on herself and attacked with spells.
- the goblin model I used is a custom that is at least 8 years old
- no script changes were made (but the goblin has spawnboss/fast buff for onspawn
- also made sure no variables were set on the goblin
So the goblin not only fast buffed, she also invised herself and still went aggressive on me.
This leads me to believe the blueprint for the original caster is bugged somehow. In fact, I seem to recall this being a problem some time ago, and at that time I started using the same goblin model as the starting point for all of my mages.
So at this point, I suggest you playtest with a non-custom caster and see what happens.
Maybe someone will have better input.
Doing some testing.
Test 1: no invis, using fast buff, caster did not attack until I attacked him
Test 2: removed fast buff, and used the NW script set instead of the X2 script set, caster attacked when he saw me
Test 3: added in fast buff on spawn, using spawnboss script, which sets the fast buff flag; casters did not attack
Test 4: used default NW script set, still no invis, then edited the onspawn to include one line to set the flag for fast buff, and they didn't attack; so right now the issue for me is something to do with setting that flag.
Going to have to tinker. Could take some time.
Test 11: LIMITED SUCCESS. Been using 3 caster spawns to test with. For this test, I changed one of the spawns to a PREVIOUSLY made custom goblin mage, which was ALREADY using the default NW script package plus the Spawnboss script. The two original casters did nothing, the goblin cast invis on herself and attacked with spells.
- the goblin model I used is a custom that is at least 8 years old
- no script changes were made (but the goblin has spawnboss/fast buff for onspawn
- also made sure no variables were set on the goblin
So the goblin not only fast buffed, she also invised herself and still went aggressive on me.
This leads me to believe the blueprint for the original caster is bugged somehow. In fact, I seem to recall this being a problem some time ago, and at that time I started using the same goblin model as the starting point for all of my mages.
So at this point, I suggest you playtest with a non-custom caster and see what happens.
Maybe someone will have better input.
Modifié par bdtgazo, 22 août 2013 - 08:13 .





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