Jump to content

Teammates ignore Enemy, how to bypass?


Recommended Posts

Now it appears to be an unexpected problem. They don't attack Enemy faction even if Player is enemy to it as well.

 

Maybe some way to make them aggro, other than by script, another magic keyword or faction relations modifier powering up the hatred (i guess, it's never used in game, no idea how works)?

 

Part of problem is that enemies need be Neutral, while making them aggro on teammates first is the most simple solution but is least preferred as unnatural. UseWeapon package as another option in sight, but it's bulky.

Edited by hereami
Link to comment
Share on other sites

Check actor aggression value, GetActivePackage() to see if there are combat overrides, GetFactionReaction() to find out what is actually going on before poking random solutions at an unknown cause.

Link to comment
Share on other sites

After some tinkering around, other things appeared to be fine. They go aggro as soon as SetPlayerTeammate kicks them out, that's my conclusion. Enemies' faction is custom and straightforward, doesn't have any other relations which could interfere.

Guess it's a hardcoded AI overrride to limit teammate's freedom, makes sense in overall, untill it becomes a specific problem on a specific platform.

 

ps. UseWeapon attack doesn't make witnessing Allies aggroed, pity, StartCombat is allowed. Maybe because it always appears to be instakill, but whatever, doesn't fit. pps. Hm, it's like one packaged kill is not enough to distrurb other enemies, but two will trigger response and show starts. Well, maybe. Although why so?

Edited by hereami
Link to comment
Share on other sites

So, there appears a hard block indeed. Even StartCombat() doesn't kick teammates' brains. Enemies won't attack first either, unless Player is assigned hostile to them. Briefly removing from teammates or Package kills seem be two ways and neither is convenient, pity.

Link to comment
Share on other sites

So, there appears a hard block indeed. Even StartCombat() doesn't kick teammates' brains. Enemies won't attack first either, unless Player is assigned hostile to them. Briefly removing from teammates or Package kills seem be two ways and neither is convenient, pity.

They should attack (become aggro) when player combat state changes or someone is targeting the player (GetCombatTarget()). Also you need to remove them form all factions (or add them to player faction in alias quest with high priority)

Edited by lee3310
Link to comment
Share on other sites

 

So, there appears a hard block indeed. Even StartCombat() doesn't kick teammates' brains. Enemies won't attack first either, unless Player is assigned hostile to them. Briefly removing from teammates or Package kills seem be two ways and neither is convenient, pity.

They should attack (become aggro) when player combat state changes or someone is targeting the player (GetCombatTarget()). Also you need to remove them form all factions (or add them to player faction in alias quest with high priority)

All that's right, but main point is to keep Player fully apart from that conflict. And game dislikes it strongly.

 

ps. Well, i just discard this idea and exclude Teammates from the scope of the feature. Silly wise engine, you've won this time.

Edited by hereami
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...