Andyno Posted January 23, 2011 Share Posted January 23, 2011 Greetings everybody.Does anybody know how to create custom combat/detection responses? Or does anybody know where to find a tutorial for it?Thanks in advance.A. Link to comment Share on other sites More sharing options...
Stonedturtle26 Posted January 27, 2011 Share Posted January 27, 2011 GECK - Actor Behavior The above link should be of some existence, I'm not a 100% sure but I also believe what your asking for has something to do with AI Packages. Your best bet is to go through geck, look at the vanilla npc's and see what makes them tick. Link to comment Share on other sites More sharing options...
Bally9 Posted January 27, 2011 Share Posted January 27, 2011 (edited) The responses are on the Combat Tab of Quests. It's not a good idea to directly change the vanilla dialogues, but make a new quest with a high priority (change the priority on the Quest Data tab, NOT on the individual combat topics). Here are the topics you can use: http://geck.bethsoft.com/index.php/Combat_Tab Right click and add the ones you want to use under the combat tab (just search for the Topics, you don't want to create new ones). Depending on if you are doing this for a specific NPC or the whole game, you will want to assign condition filters on the Quest Data Tab accordingly. For specific NPCs, just use GetIsID filters. For everyone, you could copy and paste the conditions by Voicetype from the Generic quest. Edited January 27, 2011 by Bally9 Link to comment Share on other sites More sharing options...
Andyno Posted January 27, 2011 Author Share Posted January 27, 2011 Thanks for replies mates.I figured it out finally (it took me a good amount of time of course).What I don't exactly understand is what purpose got those priorities and what's the difference between 10% and 100%?Also can't figure out what are those flags for, especially what's the difference between Random and Random End. On Wiki there's some kind of explanation but I don't understand that very well. Random: If an actor qualifies for a Random info, it isn't said immediately. Instead the info is put on a stack. If the next info is also Random, it's put on the stack. The stack keeps building until an info that is not marked Random is found, or an info marked Random End is found. At that point one of the infos in the stack is selected randomly. Random End: Used to mark the end of a set of Random infos. Technically it is only necessary if the next qualifying info is also random. However, it's good practice to end all Random info sets with a Random End. Link to comment Share on other sites More sharing options...
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