cdo947214 Posted November 16, 2016 Share Posted November 16, 2016 See attached. Link to comment Share on other sites More sharing options...
cdo947214 Posted November 16, 2016 Author Share Posted November 16, 2016 ??? Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 16, 2016 Share Posted November 16, 2016 (edited) Could you post the script or at least the complete papyrus error. In your image half of it is missing. Edit: I suspect the problem is that StartCombat() only works for an actor and your actors are set up in reference aliases to fix this make your fragment like this: JhonnyAllenAlias.GetActorRef().StartCombat(aaaSheelyAlias.GetActorRef()) Edited November 16, 2016 by LoneRaptor Link to comment Share on other sites More sharing options...
cdo947214 Posted November 16, 2016 Author Share Posted November 16, 2016 Here you go. Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 16, 2016 Share Posted November 16, 2016 Thanks, it seems my suspicion was correct try the code I posted earlier and see if that solves the problem. Link to comment Share on other sites More sharing options...
cdo947214 Posted November 16, 2016 Author Share Posted November 16, 2016 It compiled. Thanks much. Also, how would I start combat with the player? I want the player to help Sheely against Johnny Allen. Do I need to set up a property for the player? Link to comment Share on other sites More sharing options...
LoneRaptor Posted November 16, 2016 Share Posted November 16, 2016 I think that would have to be done using factions but I've never used them myself. I suppose you could use startcombat on both sheely and the player seperatly. This would indeed require a property for the player. Link to comment Share on other sites More sharing options...
werr92 Posted November 17, 2016 Share Posted November 17, 2016 (edited) The game doesn't support multitargeting, thus an enemy will be focused completely on the player after these two commands. So using factions is much better, let em decide for themselves who is more preferable combat target. That being said, you should add the player and his companion to a faction that is hostile towards that NPC. Edited November 17, 2016 by werr92 Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 17, 2016 Share Posted November 17, 2016 And that enemy npc should probably be aggressive or very aggressive and brave or foolhardy. Seconding faction use to dictate who hates who. My suggestion would making the enemy npc a (maybe new) faction that hates everyone is probably easiest. Link to comment Share on other sites More sharing options...
werr92 Posted November 18, 2016 Share Posted November 18, 2016 (edited) Oh, right! He should be 'aggressive' but not 'very aggressive' or 'frenzied'. Because unaggressive will flee as combat starts, aggressive attacks only enemies, very aggressive attacks enemies + neutrals (not suitable for dialogues) and frenzies attack everyone, their allies included. Edited November 18, 2016 by werr92 Link to comment Share on other sites More sharing options...
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