Jump to content

G.E.C.K. Action Question


Recommended Posts

It depends how simplistic you want to be. If it's a separate cell and just entering it sets them off, it's easy. If it's a separate room in a cell, you can set up a trigger box to script a reaction from them, whether it be to become your enemy, attack you, only if detected, etc.
Link to comment
Share on other sites

It depends how simplistic you want to be. If it's a separate cell and just entering it sets them off, it's easy. If it's a separate room in a cell, you can set up a trigger box to script a reaction from them, whether it be to become your enemy, attack you, only if detected, etc.

 

 

What I have set up is just a door that does not telelport to another interior cell just a door that open and closes. So what would I do?

Link to comment
Share on other sites

There are a couple of ways to do it. I would approach it like this:

 

Make sure all of the BOS NPCs belong to a faction that tracks crime and is at least neutral to the player. I'd set the door to be owned by that faction so the player will know its wrong to enter (it'll be red). Then I'd put a script on the door that has an 'Begin OnActivate Player' block where I'd use the SetPCEnemyOfFaction command to make the BOS attack the player. You could also add an AI Package to the BOS NPCs that have them find the player (if they are not around when the player breaks in, but you still want a battle). You can use a condition on that package that uses a script variable that you setup in the door script to activate the package. The door would have to be persistent and have a Reference Editor ID in that case.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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