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Mark unconscious targets as friendly


chaosislife

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I like to play various with both the slavery mods and companions at the same time, problem is that even if you equip your companions with fatigue weapons they will continue to beat or shoot unconsious targets until the target dies. What I'd like is something that targets any unconscious NPC and sets them to a friendly or neutral disposition so my slaving party will stop attacking them. This would also be helpful for anyone trying to get through the game without killing everything in sight.
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this sounds good... i can't help make this happen, cause i don't know how... but i would like to say that i would enjoyu such a thing on a bit larger scale...

 

for roleplaying purposes...

 

lets say a specific nightkin in a basement.... you accidentally killed a different nightkin, so he attacks you... if you beat him unconcious, common sense says he shouldn't get back up and continue attacking... he should be willing to negotiate.

 

i know if somebody beat me unconcious, i would stop attacking, cause i don't want to be whooped again.

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What I'd like is something that targets any unconscious NPC and sets them to a friendly or neutral disposition so my slaving party will stop attacking them.

 

Hmmm. Well we have the getUnconscious function. If that is true, add the raven faction to them temporarily (everyone/thing will pretty much ignore a member of that faction), that way neither your companions or anyone else should kill them.

 

Not sure though how to add the ref's you are/were fighting into the function though. We'd need some way to list references within the cell or a certain distance and test each against the getUnconscious function......????

 

 

lets say a specific nightkin in a basement.... you accidentally killed a different nightkin, so he attacks you... if you beat him unconcious, common sense says he shouldn't get back up and continue attacking... he should be willing to negotiate.

 

I think what Choaislife is saying is, he doesn't want his followers making blood paste out of unconscious opponents. I may be mistaken, wouldn't be the first time today (probably wouldn't be the first time in the last hour).

 

But I think your idea makes good sense too. There is a specific formula for ai behavior in re: to whether they retreat. I can't find it at the moment, but if it's not handled exclusively by the game engine (a var we can tap into) or a global/game setting then maybe if you kick someone/things butt once, you can feed that back into the formula. I'll try to locate it when I get home from work.

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yup, that'd be what I want. i want to capture the enemies not kill them. Would adding and then removing the raven faction cause them to revert to their previous behavior? I prolly don't want to inadvertently pacify the entire mohave fiend population.....then I wouldn't have anyone to be a generally horrible bastard to. Cept the NCR targets....er.....people.

 

edit 2: Actually, now that i think of it, both of them could be incorporated into the same one. Give them the raven faction till they wake up and then load the fight or flight decider. Keeping in mind that i haven't got the slightest clue what i'm talking about......could it all be added to NPC's as a AI package via a script for compatability?

Edited by chaosislife
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could it all be added to NPC's as a AI package via a script for compatability?

 

You can add in a package via script, EVP to get the new package to kick in, no problem there. There is a flee package type but it's no combat. Still might be worth trying though, and if it doesn't work a travel package to some location that is re evaluated long before the npc reaches hte destination.

 

The tough part though is still the same......how to feed those references (the npc's) that are engaging the player into the function. It might be possible to make a mobile primitive/trigger around the player using a placeAtMe or moveT command. If the trigger wasn't too big and was only updated (placeAtMe/moveTo) 1/sec or something (which woldn't be problem, since it'd be a quest script) it might not be a resource hog.

 

So might be a possible option for giving unconscious npc's a breather while they'r out.

 

For the fleeing, I'd rather see if we can't tap into the games own formula, because it uses the aggression attribute, confidence etc. Some things/critters will never flee from you, and it wouldn't make sense for all npc's to act teh same way. I think getActorValue (getAV) can get AI traits though, so we might be able to make different (fleeing) behaviors depending on the npc (agression, confidence etc) if we *have* to script it.

 

But not scripting guy, so there may be a lot of better ways to do it.....

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