YouDoNotKnowMyName0 Posted November 15 Share Posted November 15 (edited) Hello everybody. I am currently having some probelms with the "UseWeapon" package in a scene of a quest. I made a custom package with the "UseWeapon" as a template. I just want an NPC to fire their weapon at a certain object reference (marker that is passed to the package by a quest alias). It basically works (the quest part, the previous scenes and packages) but the NPC only fires their weapon three or four times and then walks back to the position where they were placed by the CK (a few cells away). But I have set the package to make the NPC fire at least 50 shots. Yes, the NPC has enough ammo. I already tried to make another scene with the same package but the NPC still only fired 3 or 4 times. I also tried to make a scene following this one that would make the NPC walk to a certain location but the NPC still returned to their "original CK position". So something in this package "resets" everything package related. EDIT: I added a script that shows a message when the package ends or changes. That message does not appear. What could be the problem here? (Please ignore the spelling mistake in the quest name it should be "Raid" not "Rain") Any help would be appreciated. Edited November 15 by YouDoNotKnowMyName0 Link to comment Share on other sites More sharing options...
LarannKiar Posted November 15 Share Posted November 15 Try unchecking the Must Complete flag. Everything on the images seems fine but beyond the Must Complete flag, I'd set "Weapon to Use" to Any Object >> Object Type: Weapons: Ranged and just add the Missile Launcher to the NPC's inventory. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName0 Posted November 15 Author Share Posted November 15 Thanks for the reply. The NPC has the missile launcher in their inventory. Actually I got this part to work. Here is what I did: I initially had this scene and some other scene-phases (NPCs walking towards a building and fighting enemies along the way) all in the same scene of the quest. The "rocket firing NPC" would stop and go back at the same time the other NPCs were starting combat. I solved the issue by making the "rocket firing NPC" have their own scene in the quest. But now I have a different issue, but I think I will start a new topic for that because this specific issue is now fixed. (But that issue still has to do with packages stopping to work when combar starts or finishes) Link to comment Share on other sites More sharing options...
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