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Commander Mod Marine Edition patrolling troops don't shoot enemies on sight


BrianLyons314

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"Enemy" is a faction relationship. Faction relationships are either hard coded into a faction, or get established by the PLAYER actions and resulting Reputation with that faction. The Player has their own faction and "companions" (but not "allies") get added to that faction. (Presumably this "Enclave Commander - Marine Edition" mod makes them into companions to enable you to become the commander of these Enclave troops.) Gamebryo AI attributes determine how members of a faction react to members of other factions. For companions, these attributes (at least "aggression") are usually controlled via the "Companion Wheel".

 

So, look into the relationship of both the "Enclave" and "Player" factions with the people your troops are supposed to be attacking on sight. My guess would be the troops either are not aggressive enough, or are not in an "enemy" relationship.

 

PS: Please do not shorten or abbreviate the names of mods without giving the full name at least once in your post. It's best to provide a link to it to eliminate any question as to which you are referring to. It's unreasonable to expect the volunteers here to know every one of the thousands of mods out there. See "How to markup images (etc) in forum posts and comments" article for how to post links.

-Dubious-

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I understand what you are saying the problem is. And I am saying it is controlled by faction relationships and the Gamebryo AI attributes.

 

The underlying game mechanics will prevail unless overridden by the mod. Unless the "patrol package" in that mod has forced some particular factions to be "enemies" or the troopers to be highly aggressive, the troopers aren't going to attack them on sight. Insects, Vipers, and Jackals are most likely in a "less than enemy" relationship to the Enclave. What those Actors do is governed by their own versions of the same things.

Try using the "Guard" option instead of "Patrol". From the GECKWiki:

"The Patrol Package allows an actor to move along a path of linked references, optionally performing an action at each point for a specified amount of time. Patrols can be set up to be repeatable or non-repeatable (see below for definitions)."

Which means they are only going to react according to their Aggression and Faction relationships to encounters along the route. Which is what you are seeing and complaining about.

"The Guard Package tells an actor to guard a specific reference (which could be an object, location, or even another actor). If an actor moves too near the guarded object, the guards will first warn and then attack the intruder (unless prevented from doing so by a faction relationship)."

You could, for example, have the patrol leader follow the "Patrol Package" along a route, and the rest of the squad "Guard" the leader.

 

The point of these explanations is that the mod (and that patch) are so old, you are probably going to have to either force the faction relationship change or patch the mod yourself. But you might be able to accomplish what you want within the existing mechanisms with a better understanding of how they function.

 

-Dubious-

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