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View Full Version : possible scripting problem


Totenkopf
07-21-2008, 03:42 PM
Trying to rework various npcs such that they can attack you, but having mixed luck, it seems. Have tried various attack scripts (custom and game based via KOTORTool). However, in each case, though the npc will become hostile, it will also try to flee or only fight defensively if cornered. Is there some reason for this or is it just some type of glitch? Have experimented with the female twilek (room) and the quarren (hallway) in the Taris S Apt. section so far. Haven't had trouble, btw, when using custom characters of my own.

stoffe
07-21-2008, 04:11 PM
Trying to rework various npcs such that they can attack you, but having mixed luck, it seems. Have tried various attack scripts (custom and game based via KOTORTool). However, in each case, though the npc will become hostile, it will also try to flee or only fight defensively if cornered. Is there some reason for this or is it just some type of glitch? Have experimented with the female twilek (room) and the quarren (hallway) in the Taris S Apt. section so far. Haven't had trouble, btw, when using custom characters of my own.

They probably have custom OnSpawn event scripts that set the SW_FLAG_COMMONER_BEHAVIOR spawn-in flag on them. This will make the AI prevent them from engaging in combat and cause them to try to flee from enemies instead.

Totenkopf
07-21-2008, 04:34 PM
That sounds like a reasonable guess. Tried comparing the utc files of the ftwilek w/Dia's and looked at script section. They were almost identical save for 3 or 4 (one being their spawn script). Oh, well.......thanks.