SrDKz Posted May 14, 2021 Share Posted May 14, 2021 (edited) guys i need help on the geck, i don't know if it's a bug or error on the geck but the marker i put is working but only when i shoot at the npc, i wish i didn't need to shoot at the npc for the marker to stay active}I gave the colonel a few shots to activate the marker, the marker is activated more in a few seconds the colonel is back to normal I wanted to keep the marker activated who can help me I thankhttps://imgur.com/gallery/MynGErD Edited May 14, 2021 by vitordkzBR10 Link to comment Share on other sites More sharing options...
dubiousintent Posted May 15, 2021 Share Posted May 15, 2021 What "kind" of marker are you using? What is your intent for this marker? It's not clear how you are trying to use it. (Shooting someone does not typically call for a marker unless it is to somehow "tag" someone for another purpose than having the projectile damage them.) -Dubious- Link to comment Share on other sites More sharing options...
SrDKz Posted May 16, 2021 Author Share Posted May 16, 2021 What "kind" of marker are you using? What is your intent for this marker? It's not clear how you are trying to use it. (Shooting someone does not typically call for a marker unless it is to somehow "tag" someone for another purpose than having the projectile damage them.) -Dubious-an xmarks heading, by Colonel Autumn in the purifier Link to comment Share on other sites More sharing options...
dubiousintent Posted May 16, 2021 Share Posted May 16, 2021 Again: please explain your intent with this marker? The implication from the choice of an "XMarkerHeading: Usually used by AI packages to determine standing location and heading if carrying out a package that requires it" is you are setting some actor's travel package to that location. But you don't mention any actor the package is supposed to apply to and why they need that type of marker or how it relates to "shooting" the Colonel, and my guess (without looking in the cell in question) would be perhaps there is some sort of "marker" or navmesh collision occurring. We can't tell if another type of marker might be more appropriate. Don't be shy; details please. -Dubious- Link to comment Share on other sites More sharing options...
SrDKz Posted May 16, 2021 Author Share Posted May 16, 2021 Again: please explain your intent with this marker? The implication from the choice of an "XMarkerHeading: Usually used by AI packages to determine standing location and heading if carrying out a package that requires it" is you are setting some actor's travel package to that location. But you don't mention any actor the package is supposed to apply to and why they need that type of marker or how it relates to "shooting" the Colonel, and my guess (without looking in the cell in question) would be perhaps there is some sort of "marker" or navmesh collision occurring. We can't tell if another type of marker might be more appropriate. Don't be shy; details please. -Dubious-yes it is an XMarkerHeading but I already tried by Colonel Autumn on another NPC and on himself but XMarkerheading does not activate, I was only able to activate the animation in the dialog without using an XMarkerheading, but I wanted to leave the NPC activated with the Colonel Autumn marker in the project purity Link to comment Share on other sites More sharing options...
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