viking99 Posted February 17, 2011 Share Posted February 17, 2011 I have created an ambush situation with different dialogue choices. The player exits a cave with a quest item. After exiting the player triggers an area trigger and three Khan hunters intercept the player and engage in dialogue. I have created the different dialogue choices and all works well. If the player fails in the dialogue combat will occur. I am not sure on how to proceed. If the player succed in the dialogue i want the hunters to continue to the nearby cave door and fade out. any suggestions? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 17, 2011 Share Posted February 17, 2011 well, i think you can do it by using a new AI packagelets say that you want the hunters to go to the cave door, and disappear (not enter the cave)so if you chose the right dialog option, they start a new AI package that tells them to go to a specific point (like near the cave door), and then you disable them, or move them to another cell or something i can't guarantee that this will work, but i think it willgive it a try if you want to Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 well, i think you can do it by using a new AI packagelets say that you want the hunters to go to the cave door, and disappear (not enter the cave)so if you chose the right dialog option, they start a new AI package that tells them to go to a specific point (like near the cave door), and then you disable them, or move them to another cell or something i can't guarantee that this will work, but i think it willgive it a try if you want to I tried just adding a new AI package but it didn´t trigger so how would I go about doing it? Do I need to create a new a new queststage and set that as a condition or is it possible to just connect the new AI package to the topic. Do you know what kind of command or script I would need to force the NPC to switch to the new AI package. I assume the script could be added as an end resultscript. Link to comment Share on other sites More sharing options...
Agnot2006 Posted February 17, 2011 Share Posted February 17, 2011 You could add the package in the results box of the topic window i.e. AddScriptPackage PackageName, then evp Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 You could add the package in the results box of the topic window i.e. AddScriptPackage PackageName, then evp Ok thanks though I am not sure I understand. Do I open the npc and create the AI package and then add the scriptpackage as a resultscript. ie Would AddScriptPackage HmAmbush be enough to start the new package. Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 Since the topic for some reason has vanished from the list lets see if this makes it come back.. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 17, 2011 Share Posted February 17, 2011 i'm not sure if that is all that is necessarythere is a setting for AI packages, i think it's priority, or something like thatif you make your AI package take the highest priority, making it replace any package, it should work Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 But how would the game know what package to use. I have activated the dialogue part with an area trigger. Do you mean that by setting a higher priority the game would automatically select the second package after the dialogue part has been triggered. I still need the dialogue part to trigger first. Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 Since the topic for some reason has vanished from the list lets see if this makes it come back.. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 17, 2011 Share Posted February 17, 2011 like i said, there is some value (i think it's priority, though i didn't work with AI packages, so i don't know the exact name) that sets which AI package to useit's like when you need to do something, but you find that you really really need to use the restroom, so your body tells you to go to the restroom first, then do whatever else you had to doso if you set the priority of your AI package to the highest level (or a really high level), it will overwrite the existing AI packages, and so your NPCs will go where you want them to like i said before, i didn't really work with AI packages, so i can't tell you how to manually do this in the GECKbut since i did help people with such things, and i have read about these things, i can help you with the theory behind what you are trying to doyou'll just have to find the way to implement it Link to comment Share on other sites More sharing options...
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