ub3rman123 Posted October 26, 2010 Share Posted October 26, 2010 In a few spots in my dungeon, I have NPCs that are enabled when the player reaches a certain point. Here's the example I'll use: A gate guard enabled after a door is opened.http://i1023.photobucket.com/albums/af356/ub3rman123/NPC1.jpg?t=1287834500http://i1023.photobucket.com/albums/af356/ub3rman123/NPC2.jpg?t=1287834500 On the door is a small chunk of script: WSGatePirate.enable WSGatePirate.evp I'm certain the script isn't the cause. Now, even with evp, he just stands there staring at me when he's enabled. Next example is an orc told to kill the player. The player gets transported to an area, a group of NPCs is enabled, and after some dialogue, the following script is run in a result script.enableplayercontrols WSGuptaREF.startcombat player WSPirateGuardREF1.setghost 1 WSPirateGuardREF2.setghost 1 WSPirateGuardREF3.setghost 1 WSPirateGuardREF4.setghost 1 WSDuvalierREF.setghost 1 WSGuptaREF.setfactionrank WSPirateGuardFaction -1 WSGuptaREF.setfactionRank WSpirateFaction 2 The main one to be concerned with is WSGuptaRef, although the Pirate Guard refs have the same problem later when they're setghost 0 and told to attack. Here's Gupta's AI and stats:http://i1023.photobucket.com/albums/af356/ub3rman123/NPC3.jpg?t=1287834825http://i1023.photobucket.com/albums/af356/ub3rman123/NPC4.jpg?t=1287834826When he's first enabled, he is in a faction friendly to the player, so he won't try to kill you before he's told. Then in the result script he's changed to a faction that is unfriendly and told to startcombat. But he just stands there. Link to comment Share on other sites More sharing options...
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