Skevitj Posted June 22, 2011 Share Posted June 22, 2011 Off the top of my head they just exploded didn't they? with no wreckage (the flying ones anyway) If that's the case it's more likely than not just an animation and they're disabled when the animation is done, maybe placing an explosion at the vertibird in the process. Not too sure, but they might actually be like cars and have their own destruction, you could certainly attack and destroy them during the Enclave DLC. You might be lucky and they could just blow up like cars if you shoot at them enough. Somewhere in either Liberty Prime or the vertibird scripts should be a command which will force them to explode, although it might have just been Prime's laser's damage which blew them up. I don't have FO3 on my computer at the moment, but a quick check of Liberty Prime's script would probably sort a few things out. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 23, 2011 Author Share Posted June 23, 2011 Yup you were right about just doing another damage to blow them up, but they can't be in the middle of playing an animation though.Hold on, I actually have another question. Can you think of anything else that affects an NPC's combat performance besides their Combat Style, Confidence, Aggression, and Attitude? Because for some reason, all the Legion soldiers I create that have melee weapons all wind up running away from their battles. However, the soldiers with guns keep fighting. What else am I forgetting? Link to comment Share on other sites More sharing options...
Skevitj Posted June 23, 2011 Share Posted June 23, 2011 Running away with hands over their heads or running away with weapon drawn? I know the AI will sometimes run for cover if they're up against an opponent who out ranges them, then engage them when the ranged opponent moves closer, but if they're putting their weapons away and running, it aint right. There were a few legion guys who did that though. Honestly, AI aint my strong point, just have a look at existing Legion soldiers and copy what they have. Confidence is probably the critical one in this situation, if that's maxed, then I'm stumped. Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 23, 2011 Author Share Posted June 23, 2011 They're running away with their weapon drawn. In most cases, you're right about the outranging thing, but still a few of them still run from me when I'm the only one, and even when I go melee against them, they still run away. Would you think that erasing their option to take cover help out, like they just go on a suicide run?Thanks so much for your help. When I'm finished with this, you're getting a huge round of applause. :) Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 23, 2011 Author Share Posted June 23, 2011 I've done more researching into this, and it's quite odd. Instead of even running away, they just start running, most of the time backwards or directly forwards, and even into like walls, underwater, and into objects, away from the fighting. Are they even running away or are they trying to do something else? Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 23, 2011 Author Share Posted June 23, 2011 Alright. After even more research, I found something interesting that perhaps you could help me with. I've been using a custom world space I've created for this, due to me not wanting to mess up the NV landscape for my fortress. However, in the normal world, my legionaries work perfect. So what is wrong with this world space I've made that makes them act so weird? Because I've also noticed that ALL melee people in this world space do the exact same thing, not just the ones I've made. Link to comment Share on other sites More sharing options...
Skevitj Posted June 23, 2011 Share Posted June 23, 2011 (edited) Is it navmeshed? I'm not sure what happens if you try and get a creature to move in an area that isn't if that's even possible, but that seems like the most likely problem. Maybe there's a problem with the navmesh, ie an object blocking a point the mesh says they should beable to reach, or is missing in a certain location. If they aren't able to change direction or keep away from obstructions and just move away from a point, that sounds suspiciously like a navigation problem, with the mesh being the most likely culprit. It probably doesn't effect the ranged ones as they don't need to move, whereas the melee ones will need to be constantly trying to move next to their target. What happens to the ranged guys if you start combat then run away from them (ie, out of their range, where they would usually pursue)? Edited June 23, 2011 by Skevitj Link to comment Share on other sites More sharing options...
ABVXYzackattack Posted June 23, 2011 Author Share Posted June 23, 2011 Yup you were right. I mean I already fixed that before I saw this, but navmeshing was the problem. I get lazy when making new world spaces and forget to navmesh them. Ahhh...God bless the Auto-NavMesh :).I think that's all I need dude. Thanks so much for your help. When I'm finished with this and I publish this on the Nexus, you're getting a huge round of applause. :) Keep your eyes open for "Caesar's 5th Cohort Division". I'll be releasing it within the next week. Just finishing up prepping the environment and making stuff look cooler. Link to comment Share on other sites More sharing options...
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