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[LE] NPC Wont Use "UseWeaponHeld" Package


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I want to have NPC1 attack NPC2 using the "UseWeaponHeld" package, NPC2 has a script attached that will kill them instantly on hit(This is a scene, which is why the attack is handled through a package). But no matter what, the attacking NPC wont attack the other, they just potato there and freeze.

I've tried changing targets from the NPC to an xmarker, I've changed the shooting position, I've even added the package to the NPC itself with a condition for the Quest's stage(using the same exact settings that another working attack package uses), but still nothing. Anyone have any idea what would cause them to potato out like this?

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The bow is in the actor's inventory, with ammo. Weapon Loc is an xmarker on a bridge(actor is below, I tried moving the xmarker towards the target in case that was the issue but it wasn't). Target to attack is an xmarker that's in the exact location as the actor at that time(figured maybe you need an xmarker, opposed to making the actor the target, but that didn't seem to be the issue). And all settings that you can't see(at the bottom) are essentially the defaults.

Screen01.PNG

And here's the flags incase that helps

Screen02.PNG

 

It's odd because I've used a similar package that worked on the same actor, but for some reason here he freezes.

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I'd do the following:

 

1. try setting the trigger ref to "self"

2. Check if you have another package active that interferes, e.g. a "do nothing" package

3. try narrowing down the problem by just changing the package template do something else like sandbox or travel to see if that runs properly.

 

/ Not all at once, of course. :D

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Wait, I figured it out. I noticed the NPC was using the equipped bow animation(thank god for Bethesda's cheap bow animations xD), but wasn't actually wielding the bow. Prior to the package the NPC is to kill another using a killmove, which seemed to bug the animation since before the killmove the NPC didn't have his weapon drawn. Made him draw his weapon the whole scene and it's working fine now. Thanks for the help!

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