swaggcp Posted June 10, 2023 Share Posted June 10, 2023 Hello,I currently have a three story building, and I want it so that killing the enemies on a floor doesn't alert the enemies on the above floors. Is this possible/even a good idea? Thanks. Link to comment Share on other sites More sharing options...
LarannKiar Posted June 11, 2023 Share Posted June 11, 2023 (edited) You can remove the enemies on the upper floor (EOU) from the faction that the enemies on the lower floor (EOL) are added to or allied to or friends with (depending on these actors' Assistance) so that EOU won't be alerted when EOL get attacked. However, if EOU get alerted because of the noise that the player makes (e.g., while shooting), then check the checkbox "Ignore Combat" on the AI package they're running while the player is on the upper floor. Edited June 11, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
DiodeLadder Posted June 11, 2023 Share Posted June 11, 2023 Hello swaggcp, If this is a do-once quest location, you could just keep the enemies on upper floors disabled, and use triggers to activate them as player move through the building. You would need to think of choke points that player have to pass through for sure and place triggers in those spots. If you want to keep enemies in certain positions during combat state, you could use "DMP_Combat_HoldPosition" keyword variants. Linking an actor to an object ref using "DMP_Combat_HoldPosition_256" keyword would make this actor to stay in 256 units radius from the linked ref during combat, for example. Link to comment Share on other sites More sharing options...
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