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Posted
  On 8/10/2011 at 3:10 AM, Glenstorm said:
  On 8/9/2011 at 10:37 PM, bigman28 said:

I got another question... should be short though.

 

what do I put in the result script field to make an NPC attack you when you select that dialogue?

 

something like attack.player ? I don't know.

 

<NPCRef>.AddToFaction <Put a raider/viper faction here> <-- This is the easiest way I could think of.

Well... I don't think that would work because this guy is a security chief, so adding him into the raider faction would make the surrounding guards hostile.

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Posted
  On 8/10/2011 at 3:18 AM, bigman28 said:
  On 8/10/2011 at 3:10 AM, Glenstorm said:
  On 8/9/2011 at 10:37 PM, bigman28 said:

I got another question... should be short though.

 

what do I put in the result script field to make an NPC attack you when you select that dialogue?

 

something like attack.player ? I don't know.

 

<NPCRef>.AddToFaction <Put a raider/viper faction here> <-- This is the easiest way I could think of.

Well... I don't think that would work because this guy is a security chief, so adding him into the raider faction would make the surrounding guards hostile.

 

Create a new faction with Player set as the enemy.

Add this faction to your NPC on the result script.

Posted (edited)
  On 8/10/2011 at 3:31 AM, Glenstorm said:
  On 8/10/2011 at 3:18 AM, bigman28 said:
  On 8/10/2011 at 3:10 AM, Glenstorm said:
  On 8/9/2011 at 10:37 PM, bigman28 said:

I got another question... should be short though.

 

what do I put in the result script field to make an NPC attack you when you select that dialogue?

 

something like attack.player ? I don't know.

 

<NPCRef>.AddToFaction <Put a raider/viper faction here> <-- This is the easiest way I could think of.

Well... I don't think that would work because this guy is a security chief, so adding him into the raider faction would make the surrounding guards hostile.

Create a new faction with Player set as the enemy.

Add this faction to your NPC on the result script.

 

 

Ok I put 0400D84F.AddToFaction 0400EC80 , then initiated the dialogue and nothing happened.

Edited by bigman28
Posted
  On 8/10/2011 at 1:58 PM, bigman28 said:

am I supposed to put this in the result script begin or end?

 

I usually put it at the end script. But it shouldn't matter much.

Posted
  On 8/10/2011 at 2:10 PM, Glenstorm said:
  On 8/10/2011 at 1:58 PM, bigman28 said:

am I supposed to put this in the result script begin or end?

 

I usually put it at the end script. But it shouldn't matter much.

It still didn't work, do I need a variable? or just SendAssaultAlarm

Posted (edited)
  On 8/10/2011 at 2:18 PM, bigman28 said:
  On 8/10/2011 at 2:10 PM, Glenstorm said:
  On 8/10/2011 at 1:58 PM, bigman28 said:

am I supposed to put this in the result script begin or end?

 

I usually put it at the end script. But it shouldn't matter much.

It still didn't work, do I need a variable? or just SendAssaultAlarm

 

Sorry man. I'm out of ideas. Maybe you could try this: <NPCRef>.SendAssaultAlarm

Edited by Glenstorm
Posted
  On 8/10/2011 at 2:32 PM, Glenstorm said:
  On 8/10/2011 at 2:18 PM, bigman28 said:
  On 8/10/2011 at 2:10 PM, Glenstorm said:
  On 8/10/2011 at 1:58 PM, bigman28 said:

am I supposed to put this in the result script begin or end?

 

I usually put it at the end script. But it shouldn't matter much.

It still didn't work, do I need a variable? or just SendAssaultAlarm

 

Sorry man. I'm out of ideas. Maybe you could try this: <NPCRef>.SendAssaultAlarm

I got it by taking out the "addtofaction" thanks again

 

P.S the mod i'm working on has over 300 hours put into it, and it extends the sierra madre by adding quest, Characters , Locations , Weapons, and allows you to travel back and forth to the Mojave

Posted
sounds good. Will it allow you to restore and use all those resoruces of the Madre that Elijah was plannong on using?
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