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Ai Package problems


ukjah

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hi, im trying to add a torture chamber in my mod like in dawnstar sanctuary. I have the "shackle wall marker", the npc, the npc with AI package sit target to the shackle, then in game my npc is chained but if i hit him, he get free, totaly unchained an runing everywhere. i guees there is something to do with packages template, like to disable movement or something with flag but i can't manage to do it.

If any have the tricks, feel free to send me your solution. Thanks !

 

ps: sorry for my bad english !

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hi, im trying to add a torture chamber in my mod like in dawnstar sanctuary. I have the "shackle wall marker", the npc, the npc with AI package sit target to the shackle, then in game my npc is chained but if i hit him, he get free, totaly unchained an runing everywhere. i guees there is something to do with packages template, like to disable movement or something with flag but i can't manage to do it.

If any have the tricks, feel free to send me your solution. Thanks !

 

ps: sorry for my bad english !

 

Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0".

 

In script:

ActorReference.SetRestrained() ;restrains actor
ActorReference.SetRestrained(false) ;unrestrains actor

See here.

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well thanks for this, but i wanted to do it like the ones in dawnstar sanctuary and they dont have any script, just AI package with sittarget on the torturerack, so i don't understand why mine dont stay chained... is there some hidden options from the vanilla torture victims i could missed?
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Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0".

 

In script:

ActorReference.SetRestrained() ;restrains actor
ActorReference.SetRestrained(false) ;unrestrains actor

See here.

 

well i can't make it working with script, i would like the actor restrained by defaut, what shoud i had in the script ?

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Well, one of the methods available to all actors is SetRestrained and when called should do what you need. Can also do the same from the console with "setrestrained 1" or "setrestrained 0".

 

In script:

ActorReference.SetRestrained() ;restrains actor
ActorReference.SetRestrained(false) ;unrestrains actor

See here.

 

well i can't make it working with script, i would like the actor restrained by defaut, what shoud i had in the script ?

What script change did you try?

 

Also, check to see if scripts are affecting the rack or the victims.

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What script change did you try?

 

Also, check to see if scripts are affecting the rack or the victims.

 

i tryed with the dun one you can find in list :

 

Scriptname dunSetRestrainedWhenSeated extends ReferenceAlias  

Function SetRestrained(bool shouldBeRestrained)
Self.GetActorRef().SetRestrained(shouldBeRestrained)
EndFunction

Event OnSit(ObjectReference furniture)
Self.GetActorRef().SetRestrained(True)
EndEvent

 

No problem to save the script, and I succesed to restrain the npc by using an activator switch

but i think i have to find another event or command to make setrestrained by default on the npc, and yes i tryed to use script on torture rack, i also tryed to find a keyword like (is furnitrure special" but with "is prisoner" etc... nothing work ^^

Edited by ukjah
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No problem to save the script, and I succesed to restrain the npc by using an activator switch

but i think i have to find another event or command to make setrestrained by default on the npc, and yes i tryed to use script on torture rack, i also tryed to find a keyword like (is furnitrure special" but with "is prisoner" etc... nothing work ^^

I actually meant for you to check and see if the Dawnstar DB upgrade torture room rack and the specific victims I linked had scripts that immoblized them.

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I actually meant for you to check and see if the Dawnstar DB upgrade torture room rack and the specific victims I linked had scripts that immoblized them.

 

i don't see any script in the torture rack or torture victim... that why i'm stucked and don't understand.

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