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The best way to spawn an attacking npc?


taryl80

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Hi guys

 

Actual I working on a follower. She will become a small storyline. 1 part of the storyline is, that enemys spawn and try to kidnap here (ok, technicly, they will try to kill the player and follower^^[and fail :smile:]).

 

I have no experience how to do this, but the plan is:

 

-to recruit the follower (the recruit quest is already done)

-to walk with her as follower over a specific point (think that will maybeee done by triggers?)

-let npcs spawn behind the player (a bunch of random raiders + 1 unique made raider(boss)

-the player and follower kill all of them

-the player find a specific note by the raiderboss (the note is already written and in the mod)

-and after this, the follower try to talk with the player (or have a new dialog because the player have found the note)

-at the end of the conversation, a map marker will appear on the pip boy from the player to a new worldspace (new worldspace is already made)

-quest end (or what ever is technical necessary for it, to make this happen)

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Have someone a idea how I should do this? (a "how to for dummys" would be great :smile:)

 

Greetings

 

Taryl

Edited by taryl80
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There's a ton of work that would go into that, so I'm going to give you a high level overview and you can look up tutorials how to do each thing.

 

-In your quest stage where you want the attack to take place, setup a script and use a PlaceAtMe function to drop an XMarker at the player's location.

-Then set up a timer loop that checks every 5 seconds or so to make sure the player is between a certain distance from that XMarker say between 500 and 1000, and also does not have direct line of sight with that xmarker(you can use the function HasDirectLOS).

-If those things evaluate to true, you do more PlaceAtMe calls to drop Raiders on that X Marker. You'll need to give those Raiders a special AI Package to run toward the player in case the player is around the corner or something.

-I would also set up events for OnLocationChange and OnPlayerTeleport to keep the XMarker from getting to far from the player.

-You'll need to design your boss raider under Actors in the CK, and the note under Items->Book, and then add your note to that Actor's inventory

-Once the player reads the note (there's an OnRead event to watch for that), you display the map marker on the entry point in the commonwealth to your new worldspace

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I have now sit houres after houres over this. Mostly I have try to teach it myself truth the f4 vanilla arcjet-danse-quest (the part where the synths spawn and attack danse) and a more simple randomquest (some dogs chasing a farmer) ... but ... after all, I have not come one step forward. :sad:

 

Google and YouTube are also no help. Most google links ended in threads like mine, but without any answer and the YouTube guys have not grab this topic up in the past. :|

 

A kingdom for a tutorial (that a beginner can understand).

 

I will search a other way to push the story forward. I have give up to do it on this way.

Edited by taryl80
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