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ga_attack script


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7 réponses à ce sujet

#1
PJ156

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I use ga_attack quite a lot on the end conversation node without issue.

 

In my current mod however the bad guys are failing to do bad things. Can anyone guide me to some issues that might cause this.

 

I tried GA attack and attack target, I have checked the tags carefully.

 

Right now the only way I can see to get this to work is to destroy the npc's and spawn hostiles. That should not be nessesary ...

 

Help would be appreciated. this is frustrating.

 

PJ



#2
Guest_Iveforgotmypassword_*

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I just posted in the other forum use ga_faction_join "tag of new enemy","$HOSTILE" instead.


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#3
Jezla

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Second that.  When I want multiple enemies to attack the PC, I adjust their faction.  It avoids having an attack command for each NPC, as well as ensuring that they will attack *eventually* (if there happen to be issues with them perceiving or pathifinding the PC). 



#4
andysks

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Pathifinding you said :). had troubles with that recently, and yes join_faction works fine. Although, x0_c2_go_hostile works better than all, if you have the creatures in their own neutral faction. It will handle the whole faction and if the creature in conversation goes hostile then all his goons will as well.



#5
PJ156

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I will try the change faction tomorrow morning when I next get to the PC. The go_hostile I will save for the next mod. It sounds like a good way of handling swarms.

 

Thanks for the help guys.

 

PJ 



#6
PJ156

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I just posted in the other forum use ga_faction_join "tag of new enemy","$HOSTILE" instead.

 

That seems to have worked I will use that in future.

 

PJ



#7
ColorsFade

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I have never used ga_attack, and instead have always just flipped NPC factions. Been very reliable. 



#8
PJ156

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ga_attack has been generally reliable but I will switch factions now I know that is there.

 

PJ