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How to set up a package to complete after combat has finished?


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Hello everybody,

I am currently working on part of a quest and I am having some problems with packages.

What I want to do:

I want to set up a package so that a NPC waits at a certain position (XMarkerHeading) for a given ammount of time (60 seconds for example).
If a hostile NPC approaches the waiting NPC, they need to defend themselves and continue waiting.

What I am having problems with:

Everytime the waiting NPC finsihed combat (killed the enemy) they start walking back to their original location (where they were placed in the CK).

What I tried so far:

I used the "Wait" package template because that is basically what I want the NPC to do: Wait.
I set "ActualSeconds" to 60 seconds.

I tried the "Ignore combat" checkbox, but setting that to true makes the NPC just stand there while beeing attacked.
So that is not the way to implement this.

I also tried the "MustComplete" checkbox but that changed nothing.

 

Any help wouldbe appreciated.

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Use the Travel AI Package Template with Place to Travel: Near Self.

If you'd like the NPC to wait (stay still at the marker) for 60 seconds there's probably another AI package you can activate for them through a script after 60 seconds. By using a script, you can decide whether you want to reset the timer once the combat is over or not.

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Wouldn't the travel package complete immediatley if the NPC is set to travel to "near self"?

The "using a script to wait" sounds good, but how would I work that into the the whole quest / scene architecture?
Starting a script when a package is done is easy (script fragment that runs on completion of the "walk to the waiting-marker" package).

Maybe an enable marker that gets enabled by the script after the NPC has waited and the "enable state" of that maker is a condition for the next phase of the scene to start?

 

(By the way, this is the first time I am doing any quest stuff, sorry for all of these beginner questions)

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