thefourwings Posted May 28, 2009 Share Posted May 28, 2009 Hopefully this is a simple problem. My NPC keeps opening the door to his cell, even though it's a Requires Key lock and he hasn't got the key. He only does it when fleeing (ie. if I shoot him through the bars) but he still shouldn't be able to open the door. What am I forgetting / doing wrong? Link to comment Share on other sites More sharing options...
TGBlank Posted May 28, 2009 Share Posted May 28, 2009 Nothing, the AI cheats. Link to comment Share on other sites More sharing options...
thefourwings Posted May 28, 2009 Share Posted May 28, 2009 There are instances in the game that work correctly: the slaves in paradise falls and Red in the police station won't magically unlock the door in order to flee...? Link to comment Share on other sites More sharing options...
TGBlank Posted May 28, 2009 Share Posted May 28, 2009 They will, if you give them a flee or travel or follow AI package. Link to comment Share on other sites More sharing options...
Holty07 Posted May 29, 2009 Share Posted May 29, 2009 Can't find anywhere. Maximum length of a message? As in a message box. Anyone know? EDIT: Nevermind. Found out through some testing. It's 1000 characters. Link to comment Share on other sites More sharing options...
Stewb Posted May 31, 2009 Share Posted May 31, 2009 Would a OnTrigger/OnTriggerEnter Block work on a weapon script? If so what would the GetActionRef return for a reference? Sorry the G.E.C.K wiki isn't too clear on this. Trying to fix my Tesla Cannon so that it DOES 1-hit k.o a vertibird, rather than attracting the attention of Enclave soldiers wanting to know who just chucked a pebble at their ride.... :sweat: Link to comment Share on other sites More sharing options...
TGBlank Posted May 31, 2009 Share Posted May 31, 2009 Nope, those will only work with a trigger. What you want (i think) is to spawn an item with the tesla's explosion, and make the item moveto a triggerzone or use fose ref-walking to detect nearby vertibirds and shot them down. Link to comment Share on other sites More sharing options...
Stewb Posted May 31, 2009 Share Posted May 31, 2009 How do i spawn an item with the Tesla Cannon's explosion and make it moveto a trigger zone? The Activator to do this DLC03TeslaDynamicExplosion already exists, just need to know how to do the above with it. Link to comment Share on other sites More sharing options...
anlashok Posted May 31, 2009 Share Posted May 31, 2009 Nothing, the AI cheats.I wanted to test different ways of preventing NPC's from escaping, but seems I can't even un-prevent them to begin experimenting. If I lock the cell door the NPC can't seem to be able to escape if I shoot him. If I unlock the door for him he escapes as he should. This happens even if the NPC's lockpick skill is higher than the lock's required value. Link to comment Share on other sites More sharing options...
TGBlank Posted May 31, 2009 Share Posted May 31, 2009 It's not about fleeing gunfire. That's different. Try with follow packages, i've seen companions bypassing locked doors when trying to get to the player. I've also come to the conclusion that console-locked doors are treated differently than esp-locked doors, tho i may be wrong. locking the door via script may have a similar effect. Link to comment Share on other sites More sharing options...
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