Is there a way to fix it?
Thanks!
Modifié par WhiZard, 14 novembre 2013 - 02:13 .
they dont have to have it in ability tab, they can use it nevertheless its special AI whats control this, do you have some custom AI installed perhaps? by default they does this so something is wrong...Snottling wrote...
Granted, after some testing I see it works, but only after possessing the beholder in DM client and manually firing the cone.
Why doesn't the beholder fire the cone on its own?
I've tried with multiple caster classes of 4th or higher level, but it just wont fire.
Also, the standard beholder hasn't even got the antimagic cone in Special Abilities tab. You have to add them yourself, which makes me believe that either they're too dangerous to the casual player, or they are bugged somehow.
Either way, I can't get it to fire the cone by itself. Why is that?
Thanks!
well Im using his modification too and dont have this issue but I also modified his code a bit, try to remove it temporary from override/module if it solves the issue and post resultsSnottling wrote...
The only custom thing going on is Q-Necron's rays.
Snottling wrote...
Granted, after some testing I see it works, but only after possessing the beholder in DM client and manually firing the cone.
Why doesn't the beholder fire the cone on its own?
I've tried with multiple caster classes of 4th or higher level, but it just wont fire.
Also, the standard beholder hasn't even got the antimagic cone in Special Abilities tab. You have to add them yourself, which makes me believe that either they're too dangerous to the casual player, or they are bugged somehow.
Either way, I can't get it to fire the cone by itself. Why is that?
Thanks!
Modifié par FunkySwerve, 14 novembre 2013 - 03:55 .
nope this is not true, only script that is more than call to the base is x2_def_spawn where is some support for horses from 1.69 and variable check to modify number of attacks which is used only by few monstersFunkySwerve wrote...
Make sure you're using x2 ai. It's the ai that immplemented the beholder special scripts, iirc. Older ai doesn't handle them.
//::///////////////////////////////////////////////
//:: Custom Beholder AI
//:: x2_ai_behold
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is the Hordes of the Underdark campaign
Mini AI run on the beholders.
It does not use any spells assigned to the
beholder, if you want to make a custom beholder
you need to deactivate this AI by removing the
approriate variable from your beholder creature
in the toolset
*snip*
what has this to do with x2 ai :innocent:? Yes beholders has special AI script that is triggered by AI engine, but it does not need x2_def_* scriptset to work.FunkySwerve wrote...
Rather than waste time arguing with you, I'm just going to post code.
Funky
so you wasted time, you have custom content and thats Q-Necron rays, if you want to solve it and fix it you have to temporary remove this from your module/override whereever you have it.Snottling wrote...
Thank you everyone for your replies!
Here's my findings so far:
Rather than disabling Q-Necron's rays, I created a new module with four different types of beholders on the map.
Modifié par ShaDoOoW, 15 novembre 2013 - 07:50 .
Modifié par Snottling, 15 novembre 2013 - 08:06 .
okSnottling wrote...
My point by making the test module was to see if the cone works properly in a standard environment - which I dare say, it does not, as it only fired one time in two hours.
Check the prefix, pumpkin.ShaDoOoW wrote...
what has this to do with x2 ai :innocent:?FunkySwerve wrote...
Rather than waste time arguing with you, I'm just going to post code.
Funky
So I understood it that you want to advice the OP to use the x2_def_* script set. I cant see another way to interpretation since you mentioned the "old AI" doesnt handle the special scripts. That is not true and while beholders by default have x2_def_ script set, it is not needed and actually I would recommend to everyone get rid of the x2_def scripts from all monsters since they just eat more instructions for almost no extra features.FunkySwerve wrote...
Make sure you're using x2 ai. It's the ai that immplemented the beholder special scripts, iirc. Older ai doesn't handle them.
Funky
Snottling wrote...
It's already set, Funky. But thanks anyway.
Yes, I imported the ray.erf to the module, but seeing that the cone rarely fires in a standard Environment, I Think we can rule out Q-Necron's rays as the culprit and simply accept how it is now. - Rare antimagic cones.
ShaDoOoW wrote...
you wrote:So I understood it that you want to advice the OP to use the x2_def_* script set. I cant see another way to interpretation since you mentioned the "old AI" doesnt handle the special scripts.FunkySwerve wrote...
Make sure you're using x2 ai. It's the ai that immplemented the beholder special scripts, iirc. Older ai doesn't handle them.
Funky
FunkySwerve wrote...
Snottling wrote...
It's already set, Funky. But thanks anyway.
Yes, I imported the ray.erf to the module, but seeing that the cone rarely fires in a standard Environment, I Think we can rule out Q-Necron's rays as the culprit and simply accept how it is now. - Rare antimagic cones.
Next up, try setting this variable up to 100, if it isn't:
X2_L_BEH_MAGIC
(int)
Lower values make the ai more prone to do things other than using magic, as you might guess from the name.
Funky
since beholders use special AI script this variable is not used, it is used only when creature runs standard AI scriptFunkySwerve wrote...
Next up, try setting this variable up to 100, if it isn't:
X2_L_BEH_MAGIC
(int)