IntenseMute Posted March 9, 2019 Share Posted March 9, 2019 (edited) Is there a set version for the GetActorCrimePlayerEnemy function? Edit: SendAssaultAlarm will make GetActorCrimePlayerEnemy return a 1 and StopCombat will make GetActorCrimePlayerEnemy return a 0 Edited June 17, 2019 by IntenseMute Link to comment Share on other sites More sharing options...
dubiousintent Posted March 9, 2019 Share Posted March 9, 2019 Not clear what you are asking. That function will tell you if the referenced Actor regards the Player as "an enemy" as a consequence of the Player having committed "crimes" against that Actor BUT NOT IF THEIR FACTION considers you an enemy. You have to use the "GetActorFactionPlayerEnemy" function to determine if they regard the Player as an enemy due to the Faction's attitude. Thus any Actor or Faction can turn from "neutral", "friendly" or "ally" to "enemy". Crimes range from "trespassing" into "owned" cells (crossing a "red door"), "stealing" owned items, to "assaulting" an Actor. Some interior cells are "owned" by an Actor, others by a Faction. Every community is it's own faction, and Actors typically belong to multiple factions. The Karma system is your indicator that you have committed a crime. Not clear to me what separates a "minor" from a "major" crime except possibly "assault/injury". "Friendly fire" counts as "assault". You might want to check out the "Crime Functions" on the GECKWiki. -Dubious- Link to comment Share on other sites More sharing options...
IntenseMute Posted March 9, 2019 Author Share Posted March 9, 2019 (edited) Not clear what you are asking. That function will tell you if the referenced Actor regards the Player as "an enemy" as a consequence of the Player having committed "crimes" against that Actor BUT NOT IF THEIR FACTION considers you an enemy. You have to use the "GetActorFactionPlayerEnemy" function to determine if they regard the Player as an enemy due to the Faction's attitude. Thus any Actor or Faction can turn from "neutral", "friendly" or "ally" to "enemy". Crimes range from "trespassing" into "owned" cells (crossing a "red door"), "stealing" owned items, to "assaulting" an Actor. Some interior cells are "owned" by an Actor, others by a Faction. Every community is it's own faction, and Actors typically belong to multiple factions. The Karma system is your indicator that you have committed a crime. Not clear to me what separates a "minor" from a "major" crime except possibly "assault/injury". "Friendly fire" counts as "assault". You might want to check out the "Crime Functions" on the GECKWiki. -Dubious- What I mean is that there is a GetActorCrimePlayerEnemy but no SetActorCrimePlayerEnemy.If I shoot an NPC he will be hostile towards me for several in-game days. In this situation GetActorCrimePlayerEnemy would output 1 because I did a crime against the NPC. How do I remove the crime so that GetActorCrimePlayerEnemy outputs 0? Edit: I guess that would be "IgnoreCrime", testing it now.Edit2: "IgnoreCrime" must be used before the player shoots the NPC or it won't do anything, not useful for me.I already found a workaround, it's very sloppy but it will do. Edited March 10, 2019 by IntenseMute Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 15, 2019 Share Posted March 15, 2019 https://geckwiki.com/index.php?title=StopCombatAlarmOnActor Link to comment Share on other sites More sharing options...
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