DarthStevenus Posted November 12, 2016 Posted November 12, 2016 I'm recreating the Yavin academy level from Jedi Outcast for my SP mod, and I want to have some NPCs fighting each other in the saber training area. I placed my two NPCs (which have the NPC_targetnames jedi1 and trainer1) and gave them the spawnscripts: //Generated by BehavEd affect ( "trainer1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ENEMY", "jedi1" ); set ( /*@SET_TYPES*/ "SET_LOCKED_ENEMY", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LEADER", "NULL" ); } //Generated by BehavEd affect ( "jedi1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ENEMY", "trainer1" ); set ( /*@SET_TYPES*/ "SET_LOCKED_ENEMY", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LEADER", "NULL" ); } Jedi1 does what I want. He/she continuously attacks trainer1. But trainer1 just stands there doing nothing. I'm trying to do something similar in another room with a jedi deflecting blasts from a seeker drone which continuously floats around and fires at him, but the same thing happens with those two NPCs. The seeker drone attacks the jedi and the jedi stands there doing nothing. What am I doing wrong? Smoo likes this
Asgarath83 Posted November 15, 2016 Posted November 15, 2016 One of the two opponent shoul be of an Enemy team during the fight.you can change with the SET_PLAYER_TEAM SET_ENEMY_TEAM commands.i think SET_LEADER is unuseful in this case. can confuse NPCs. this can be used only when they are in BS_FOLLOW_LEADER statebuild in the map an invisible walls arounds the fight places with the block NPC shader, for avoid other npc can see \ attack the "enemy" npc and for avoid of these NPCs to go around for all the room. therfiles and DarthStevenus like this
DarthStevenus Posted November 15, 2016 Author Posted November 15, 2016 Yeah, I put the block NPC shader up, built a little fence around the duel area because they were going all over the place. And I added SET_LEADER because the unresponsive jedi kept following me around. It seemed to fix the problem, but I'll remove it when I add the set team commands.
Asgarath83 Posted November 15, 2016 Posted November 15, 2016 Yeah, I put the block NPC shader up, built a little fence around the duel area because they were going all over the place. And I added SET_LEADER because the unresponsive jedi kept following me around. It seemed to fix the problem, but I'll remove it when I add the set team commands.mmm neverminded the problem that friend npcs ever follow player...in that case, i reject: set_leader null is a good escamoutage for avoid it when you need some passive allied NPC that can fight (so not CINEMATIC mode) but that you not want he follow the player. basically SET_LEADER is fine for enemy team because tell NPC who is the boss that lead a fight team. npcs with a leader follow him and protect him into the fight. is good, for example, for a wave of stormtrooper with an imperial commander. the commander should be targetted as leader of stormies.in that specific case however, the team change should be sufficient for making a good fight.
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