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Setting up a sniper NPC


KWRMF197

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I'm working on a mod in which I have a custom NPC set up to shoot arrows at the PC inside a cave, but the area in which I want this to happen is about twice as far away as the typical aggro range for ranged NPC's. How can I force this NPC to start shooting the PC anyway? I've tried adjusting the attack value under "aggro radius behavior" in the AI Data tab in CK, but it doesn't seem to make any difference.

 

Would it be better to use a trigger box somehow? Scripts? Seems like it shouldnt be too hard but I'm still stumped lol

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Easier if this is a preplaced NPC at the snipe area you want them to shoot from

 

From that point use an AI package that forbids movement for them, and add a UseWeapon procedure with LOS condition to use

 

Might be tricky but def doable

thank you, I will look into that. Yes, the sniper NPC I'm using is stationary on a ledge within the cave and there is no actual way for the PC to reach them, or vice versa.

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You might benefit also from using the "Ignore Combat" flag, as to avoid any annoyances with combat overrides etc. Should go smoothly if his objective is exactly one target. That said you might consider anyone that is actively a follower, be targetable too

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You might benefit also from using the "Ignore Combat" flag, as to avoid any annoyances with combat overrides etc. Should go smoothly if his objective is exactly one target. That said you might consider anyone that is actively a follower, be targetable too

I think I'll be leaving followers out of it entirely. The point behind this sniper is more for storytelling than to be an actual challenge to the PC. Could distance and light level be factoring in at all with it's ability to start combat with the PC? I set up an ai package for him with an LOS condition but he still doesnt notice me when I come into view. If I toggle clipping and begin walking towards him however, he begins combat at the usual range. The sniper is also a falmer NPC if it matters. Duplicated and set to unique for special settings

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You had me curious so I played with this concept for a bit this evening

 

Seems the route to go, is two simultaneous routines in the AI pack. I used two human test subjects. One the shooter, the other the victim. Shooter was a bandit human so no idea if that will work so well for Falmer. Anyway one routine scans for a valid target via Find and Objectlist. The other routine decides what the archer does depending on whether a valid target was found. If no target, just shoot a target dummy. If yes valid victim, shoot the victim till dead, then go back to the target dummy

 

This works, but its not as smooth as I would have hoped. Can take a few seconds to react, etc. All in all it would seem getting AI archery to work half decent to snipe someone like this, was a real pain in the ass. You might want to explore a scripted route. IDK

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You had me curious so I played with this concept for a bit this evening

 

Seems the route to go, is two simultaneous routines in the AI pack. I used two human test subjects. One the shooter, the other the victim. Shooter was a bandit human so no idea if that will work so well for Falmer. Anyway one routine scans for a valid target via Find and Objectlist. The other routine decides what the archer does depending on whether a valid target was found. If no target, just shoot a target dummy. If yes valid victim, shoot the victim till dead, then go back to the target dummy

 

This works, but its not as smooth as I would have hoped. Can take a few seconds to react, etc. All in all it would seem getting AI archery to work half decent to snipe someone like this, was a real pain in the ass. You might want to explore a scripted route. IDK

lol well I do appreciate you doing all that so I didn't have to. Thanks. Seems like the end result may be more trouble than it's worth honestly. I'll update if I find a workable solution with scripts

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