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Possible to get AI to ignore combat?


Volbrand

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I have a mod that has a ton of problems I'm trying to fix, but part of it is re-doing a lot of ambushes. (Mod in question is Chelsea Super Duper Mart on my page on the nexus. Check if out and give feedback please, It's my first mod so I'm still learning and yeah, it's SUPER buggy right now hence why I'm pretty much re-doing the whole thing). One of the things I want to do is add a spot with a few ambushes, but it's really close to another room, and I'd like to keep the ambushes a surprise. Is there a way to get npcs to ignore the combat instead of activating?

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AI package would be my first suggestion, too.

 

There is a holdposition marker in conjunction with a similarly named keyword for use. But with an "ambush", that might not be easy to get working right because an "ambush" NPC is not just disabled before hand, it doesn't even yet exist.

 

Maybe enable/disable completely whichever ones you don't want to deal with until the player simply passes into the room?

 

Edit: Actually, ambushes are triggered by and event or a trigger. It's most likely a trigger, so you should be able to just adjust the trigger size to fit your needs/area better.

 

Edit: Sorry, just reread your post. So yeah, implement enable/disable triggers and "initially disabled" npc's, or linkref your npc's to a holdposition primitive (or something) and use an appropriate keyword to keep everyone where they need to be.

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The game does this in a couple of places. Look at the markers in the Museum of Freedom. The last two raiders kicking in Preston's door don't actually exist until the last minute. This keeps them from reacting to the combat below them and makes sure they are still there kicking in the door when you show up.

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