Lazarus Posted January 22, 2015 Share Posted January 22, 2015 I started working on a little docking area in my map where later on a scripted crate will be placed. To populate it, i decided to drop some npc's there that are working. Its a Rodian and a Weequay. Since they are in game scripted as enemy, i had to overwrite their behaviour and because I dont want them to respond to me, not hang an anger script to it. Since they dont have weapons they cant attack me, and should be on their bussiness. However, now suddenly they raise their hands all of the sudden if they wanna surrender, wait and then wander again over the platform. Here is my script. //Generated by BehavEd rem ( "spawnscript for aimless wandering workers" ); set ( /*@SET_TYPES*/ "SET_PAINSCRIPT", "infiltrate_sp/workers_pain" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WANDER" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); Also the painscript itself doesnt work, but thats a problem for later I guess, Right now, I dont want the rodian and weequay to see me, nor the stormtroopers as a threat, so they keep on moving arround. https://www.youtube.com/watch?v=PXaKDOoPeK8&feature=youtu.be Link to comment
Asgarath83 Posted January 22, 2015 Share Posted January 22, 2015 add SET_IGNOREENEMIES, true Lazarus likes this Link to comment
Lazarus Posted January 22, 2015 Author Share Posted January 22, 2015 God and I was trying to figure out if I had to implement a "Set_enemy" to a animal somewhere I would spawn on the other side of the map as an emergency! BEHAVED should have something like easy search, instead of this enormous dropdown where you read over everything. Works like a charm! Asgarath83 likes this Link to comment
mrwonko Posted January 22, 2015 Share Posted January 22, 2015 Usually you'd use the BS_CINEMATIC behavious state for enemies that are just supposed to follow scripts... That will turn just about all AI off. Link to comment
Lazarus Posted January 22, 2015 Author Share Posted January 22, 2015 Well, they are wandering, which is a state too, if i add cinematic, I have to add specifc routes to walk, not that I mind, but it becomes a loop, while wander happens bassically "random" it picks a navgoal or waypoint to wander too i guess. Doesnt matter, and its solved Thanks for the input, @@mrwonko Link to comment
eezstreet Posted January 24, 2015 Share Posted January 24, 2015 Note: The reason they have their hands up is because they have WP_NONE. This triggers a surrender effect. Asgarath83 and Lazarus like this Link to comment
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