heinzbutzer Posted August 16, 2011 Share Posted August 16, 2011 I have several NPCs that I want to get to sit on their chairs around a table, Ideally they would also show some kind of natural behaviour like talking or eating.For every NPC I have made his own AiPackage which should make him to sit on a certain chair. I did this by assigning this certain chair to the specific NPC as an Item to use in his AiPackage but this didn`t work. They just stand next to their chair and do nothing. I am sure that I chose the right type of chair (the one with the animation).The best I have managed so far is that one NPC stood on his chair but this looked rather silly and is of no use for me.It could be that the way I tried it is totally wrong but I don´t know what else to try. Could please somebody help me?Any useful advice is appreciated. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 16, 2011 Share Posted August 16, 2011 From looking through Rotface's AI package, give the NPC an AI package of type "Use Item At". Then set the chair as the target object. Should work then. Look through FSRotfaceSitPackage if you are not entirely sure. Either that or setup a travel package with the chair as the target, radius 0. Link to comment Share on other sites More sharing options...
heinzbutzer Posted August 20, 2011 Author Share Posted August 20, 2011 Thank you for your fast help.Your second proposal worked for me. But I`ve never heared of Rotface`s AiPackage. Could you please tell me where to get it. I have another Question .Perhaps I should make a new topic about it, but I wanted to ask you at first. Is it possible to make kind of a scripted sequence where the whole NPC behaviour is determined and no Ai is involved. So that every time this Sequence is started for example by a switch or a trigger it happens exactly the same way. The Ai shall be disabled in order that the NPCs only act at certain moments or events when they are supposed to and not because their Ai let them do it. The Scene should every time it happens look exactly the same. Probably that's difficult to make but it would be very important for me to do this. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 20, 2011 Share Posted August 20, 2011 (edited) The easiest (and probably the only) way to do this is to use AI Packages. Having said that, you can force an NPC to use a given package over everything it has. Create the required package and set the necessary flags (You may want to disable fallout behaviour and enable "must complete" to make sure there are no distractions). Do not add it to the NPC. Then somewhere in a script (usually the quest stage result script) use the command <NPCRef>.AddScriptPackage <TheAiPackage> Make sure the "Must Complete"/"Must Reach Location" flag is set otherwise the NPC might ignore this one in a short while. Edited August 20, 2011 by Glenstorm Link to comment Share on other sites More sharing options...
Roycesraphim Posted August 21, 2011 Share Posted August 21, 2011 You should also double check the load order of the AI package so he isn't ignoring the chair in leiu of another package. Link to comment Share on other sites More sharing options...
heinzbutzer Posted August 23, 2011 Author Share Posted August 23, 2011 Hallo guys! This with the chair already works now.Glenstorm, thank you for your hint about the AddScriptPackage command. It seemed to me as this could work for my Problem. But even though I tried for several hours I couldn`t accomplish what I intended. I want to create a scene in which you as the player watch when a guy with agun comes into a room where are sitting several people who get shot by the guy without warning. You as the player are watching this through a window and cannot interfer. The people should not flee out of the room because then you as the player could not watch this scene anymore. Besides I find it very unrealistic that the NPCs fllee in the direction towards the attacking guy.At the moment I only get the guy toshoot at the people by making them an enemy faction for him. But so he already starts to fire before he has entered the room. I want him to go normally ibside the room. The NPCs should not react until he draws his gun. It would be better if they wouldn`t flle but stayed in the room and stood up and took their hands up or begged him not to shoot them or cryed for help. The normal behaviour that theyautomatically shoe when they are attacked is rather unrealistic.With the AddScrptpackage Mrthod i only got the guy to walk into the room and draw his gun but he did not attack anyone but returned to his starting position.I had the idea to let him walk into the room with an AIPackkage that has a marker in the room as travel target.But I did not know how to add a new pack when he eaches the marker so i placed a trigger infront of the marker which removed his current Aipackge with the command <NPCRef>.RemoveScriptPackage <TheAiPackage> and added an new one but this did not work very well. As I mentioned before he just draw his gun but then returned and did not shoot at anybody. For he shooting I used a "use Weapon at target" AiPackage. But when the NPCs are not in an enemy faction he won`t attack them. And when they are he attacks them to early. I want the guy to enet the room and then draw his gun and imediately shoot the first one with one shot or few shots. and then the other cry for help or beg for mercy but don`try to leave the room and he continues to kill one after another. The last ones could try to escape but should be killed before they reach the door.It should everything happen in this room so that the palyer is able to watch it through a window but cannot help. I would be glad if anybody could give me futher helpful proposals. I think that with the AddSriptpackage command could be a solution but the way I tried it didn`t work. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 24, 2011 Share Posted August 24, 2011 You may want to create a new player-unplayable weapon for him to ensure that he won't have to empty his clip on one guy to kill him. Or maybe give him the Mysterious Stranger's weapon. That said, I believe this command would be useful for you, using it in the OnEnd result script block of the AI package would work nicely I think. Of course I've never used this command so I cannot vouch for its usefulness. http://geck.bethsoft.com/index.php/UseWeapon Link to comment Share on other sites More sharing options...
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