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Creating a proper enemy sniper.


csbx

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For a mod I'm working on I'm trying to create a sniper npc who holds their position while perched up high above the player on a building. Thus far things are working mostly as intended except for the following:

1) I'd prefer if the npc always had their weapon out

2) the npc always jumps down (even losing some health in the process) rather than holding their position and shooting from there, which would obviously be their best move.

 

To solve 2 I've tried to play with combat styles and confidence/aggression. But once things move to combat, I really don't know what my move is in terms of controlling what the npc does.

 

Ideas ?

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Thereâs a couple things to look at I can think of.

1 is packages with the flag weapon out (or it wasnât something like that).

Second might be to stick a trigger/primitive around them and linkref them to it with one of the keywords of the âhold positionâ something-or-other, or maybe a âpreferred positionâ something-or-other.

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You were right about the flag. Thanks--that was easy once someone reminds you about the flags !

 

I'll give the second suggestion a shot, though I've tried something similar--collision planes to keep them in place. They were still itching to jump down and were glitching halfway through walls to do it--ie. stopped shooting at me. I'm not sure the npc will heed a package instruction while in combat, but I'll have a look.

 

Something just occurred to me. In Fallout 3 IIRC a similar scene takes place at the northern part of the map, with that old dude sniping at you while you're tip-toeing through the garden of fragment mines..

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You were right about the flag. Thanks--that was easy once someone reminds you about the flags !

 

I'll give the second suggestion a shot, though I've tried something similar--collision planes to keep them in place. They were still itching to jump down and were glitching halfway through walls to do it--ie. stopped shooting at me. I'm not sure the npc will heed a package instruction while in combat, but I'll have a look.

 

Something just occurred to me. In Fallout 3 IIRC a similar scene takes place at the northern part of the map, with that old dude sniping at you while you're tip-toeing through the garden of fragment mines..

 

You can apply combat override packages. The Beth devs used "hold position" packages for it. You might be able to set the location of that package to self with a radius of 0 to keep the actor in place. It may/may not work, I can't say since I haven't tried it, but it's worth a shot since the packages do apply and affect actor behavior. The companions use this setup if you want to take a look at how it's built.

 

Edited for clarity

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