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Creating a zone where AI don't react to you


ual002

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Ok, so my plan is to create a dungeon for an alternate start. You start in a jail cell with a few lockpicks and a bandit gaurd right outside on patrol. I would like to make a situation where the gaurd doesn't care what you do in the cell, but if he catches you out of the cell it sets the relations ships back to bandit=badguy. Similar to what you would experience serving a jail sentence. Any creative ideas?

 

the mod in question: http://skyrim.nexusmods.com/downloads/file.php?id=12628

 

-UAL002

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Are you really not supposed to leave the cell? or is he just not supposed to see you?

 

If you're not supposed to leave the cell, or open the door, a script added to the specific door reference would do perfectly, if you can open, but not leave the cell, a generic trigger with an appropriate script that covers the area outside the door would do the job.

 

If you're just not supposed to be seen, do you also intend to allow stealth in the picture?

 

Check out this function:http://www.creationkit.com/IsDetectedBy_-_Actor

and this page:http://www.creationkit.com/Detection

 

It seems to be an all in one, LOS check, sound check, and stealth detection check.

 

I suppose you could check first when the player opens the door, or simply switch the guard to hostile-but-unaware after you open the door and let the games detection stuff do it's work if the player is too careless.

Edited by SinderionsBones
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Are you really not supposed to leave the cell? or is he just not supposed to see you?

 

If you're not supposed to leave the cell, or open the door, a script added to the specific door reference would do perfectly, if you can open, but not leave the cell, a generic trigger with an appropriate script that covers the area outside the door would do the job.

 

If you're just not supposed to be seen, do you also intend to allow stealth in the picture?

 

Check out this function:http://www.creationkit.com/IsDetectedBy_-_Actor

and this page:http://www.creationkit.com/Detection

 

It seems to be an all in one, LOS check, sound check, and stealth detection check.

 

I suppose you could check first when the player opens the door, or simply switch the guard to hostile-but-unaware after you open the door and let the games detection stuff do it's work if the player is too careless.

 

I'll look into linking detection to the door. Thanks, good idea. EDIT: On second thought, I think some script should link faction status to 2 things. The opening of the door(1) and being in the cell(2) would work better. So if you re-enter the dungeon through he cave entrance later, the bandit will attack unless part of the conditions are linked to actually being in the cell with the door closed. Any scripters wanna give it a shot?

 

EDIT 2: I fixed my first edit to make it make more sense. It was early, lay off me.

Edited by ual002
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Put a large trigger zone around your prison cell. Script it so that OnTriggerEnter, you're added to the Bandit faction. OnTriggerLeave, you're removed, and the trigger zone is disabled.

 

 

I will try that this eventing. I'm new to triggers so this might be fun to figure out.

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Put a large trigger zone around your prison cell. Script it so that OnTriggerEnter, you're added to the Bandit faction. OnTriggerLeave, you're removed, and the trigger zone is disabled.

you always have such a creative way of doing things :P

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I'm just trying to think of what to do if a player just uses COC to get out of the cell. That might even be me! :laugh:

 

 

Actually, COC gets you there to begin with, will that be a problem? For most people entering the dungeon, this trigger and jailcell will never be used by them. Its only the people who decide to use this jailcell as an alternate start that will be coc'd into the cell in the trigger area.

 

Or, are you being funny saying you dont want to pick the lock.

Edited by ual002
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