LoneWanderer1987 Posted March 13, 2020 Share Posted March 13, 2020 Trying to get idles to work after the combat ended even put in for example as its for my Jerry companion playidle jerrydance01 at the end script result and nothing happens so need help how you can do this please. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 13, 2020 Share Posted March 13, 2020 When combat ends, typically you have to cause the actor to re-evaluate their AI Packages (EVP or ResetAI command). That will perform a check against the hierarchy of behaviors (see "How Are Packages Evaluated") and their conditions with the first one returning "true" being the one used. Pay close attention to the notes on the "AddScriptPackage" function (which seems to be everyone's first choice). Think of it as a means of "temporary, one-off override" package with immediate effect. But if something else causes a re-evaluation, it might get aborted. Also, (I believe I recall) when the added Package completes, it does not automatically trigger an EVP, so the actor may just sit there until something else triggers it again. So, the key factors are:1. how are you determining that combat is over? (Are you setting a "flag" variable you can then test in your package conditions?)2. What is the environment that should govern the behavior conditions? (Are you dancing while others are still fighting?)3. Where in the hierarchy of behaviors is the desired idle behavior? (Is something else testing out as "true" first? Might it be resetting your "flag"?)4. Is something else likely to cause a re-evaluation of the AI packages before it completes? (Might "combat" break out again before the dance is done?) -Dubious- Link to comment Share on other sites More sharing options...
LoneWanderer1987 Posted March 14, 2020 Author Share Posted March 14, 2020 (edited) Didn't work but thanks anyways. Fallout 4 1 and New Vegas 0 Edited March 15, 2020 by LoneWanderer1987 Link to comment Share on other sites More sharing options...
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