zeroregard Posted May 9, 2009 Share Posted May 9, 2009 Ok, so I downloaded Fort Cooper and made 4 guards for it.But I also have traders mod...The traders just think it's ok going through my fort, without any penalty.I do not think this is ok, whenever they open the second door to the fort, I want all my guards to attack the person that does this, except me. How do I do this? Link to comment Share on other sites More sharing options...
Argomirr Posted May 9, 2009 Share Posted May 9, 2009 You could place a trigger box over there to detect who's entering that area. You can then have your guards attack anyone who triggers it. You'd have to make sure they don't attack each other, or you, but that shouldn't be too hard. Link to comment Share on other sites More sharing options...
zeroregard Posted May 9, 2009 Author Share Posted May 9, 2009 Cool thanks.Also, how do I make my guards go back to the place they started? When they've' attacked someone, they have a new position, indoors for example.They're meant to stay outside. Link to comment Share on other sites More sharing options...
Argomirr Posted May 9, 2009 Share Posted May 9, 2009 If you've added AI packages to them, they should walk back to their positions after a fight. If you haven't done that yet, you might wanna have a look at the vanilla guards. By using Xmarkers and travel packages they will always go back to that same spot (as long as that package is active). Link to comment Share on other sites More sharing options...
zeroregard Posted May 9, 2009 Author Share Posted May 9, 2009 thanks, but ffff, I'm completely new to this, aren't there any wiki tutorials about AI packages, Xmarkers, and trigger zones? I can't find any. oh wait I found one about packages, but not about trigger zones. :c Link to comment Share on other sites More sharing options...
Argomirr Posted May 9, 2009 Share Posted May 9, 2009 I don't know any tutorials on trigger zones either. If you do find one, it probably won't explain how to use it as a 'trespasser detection thingy'. TrigZones are normally used to activate traps, but here it'd be used to detect people entering a certain area, and also to find their reference IDs. This would require some advanced scripting. Another way to do something like this would be by using factions; by making the faction members' disposition towards the player (and themselves) 100, they would not attack each other or the player, but they would attack any other NPC or creature on sight. This is a much easier way, but your guards will attck on sight; even if someone walks by and does not enter your fort, he'd still be attacked. You're new to moding, so I suggest you look for a faction tutorial and try to add that to your guards. Link to comment Share on other sites More sharing options...
zeroregard Posted May 9, 2009 Author Share Posted May 9, 2009 That's a good idea, I'll do that. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.