Difference between revisions of "Talk:Find Package"
imported>Cipscis (New page: I remember hearing complaints of items being taken from containers via Find Packages being duplicated (i.e. the item is not removed from the container). Can anyone confirm this? - e.g.[h...) |
imported>Henning |
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I remember hearing complaints of items being taken from containers via Find Packages being duplicated (i.e. the item is not removed from the container). Can anyone confirm this? - e.g.[http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=928869&view=findpost&p=13459677 NPC find AI Question]<br />-- [[User:Cipscis|Cipscis]] 01:17, 23 December 2008 (UTC) | I remember hearing complaints of items being taken from containers via Find Packages being duplicated (i.e. the item is not removed from the container). Can anyone confirm this? - e.g.[http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=928869&view=findpost&p=13459677 NPC find AI Question]<br />-- [[User:Cipscis|Cipscis]] 01:17, 23 December 2008 (UTC) | ||
- - - | |||
I had strange issues with find package (exactly same issues with travel package), called by AddScriptPackage : | |||
On "friendly" raiders faction members (NPC will not attack player by default, but attack him if player starts to be hostil), I wanted to call a find package to control the player identity (-> he is friendly at the begining of the package, so the NPC run to the player and greet him). | |||
-> 1st issue : if the package flags "Always run" and "Weapon drawn" are selected, the NPC is stucked and wont move anymore (even after a removescriptPackage). | |||
So I had to only select the "Always Run" flag, and forget "Weapon drawn". | |||
-> 2nd Issue : if the player attacks the NPC during the find package (before he activates the player to speak with him) => the NPC will turn in combat (name in red, IsInCombat == 1), but continue to infinitly run to the player (even after the find package ending), insult him as he was combating player, but don't do anything else. | |||
The unique solution I found after 6hours of testing is to add any weapon to the NPC, then force him to equip it. After that he will correctly combat the player. | |||
What I used to debug NPCs in case of player engage combat during the package : | |||
If GetIsCurrentPackage FindPackID == 1 && GetCombatTarget == player && IsWeaponOut == 1 | |||
If getItemcount Weap10mmPistol == 0 | |||
additem Weap10mmPistol 1 1 | |||
Endif | |||
If GetEquipped Weap10mmPistol == 0 | |||
ShowMessage AAMessAlarmValue | |||
Additem Ammo10mm 10 1 | |||
EquipItem Weap10mmPistol | |||
Endif | |||
RemoveScriptPackage | |||
Endif | |||
[[User:Thanatos00|Thanatos00]] 14:22, 31 august 2010 (UTC) |
Revision as of 07:29, 31 August 2010
I remember hearing complaints of items being taken from containers via Find Packages being duplicated (i.e. the item is not removed from the container). Can anyone confirm this? - e.g.NPC find AI Question
-- Cipscis 01:17, 23 December 2008 (UTC)
- - -
I had strange issues with find package (exactly same issues with travel package), called by AddScriptPackage :
On "friendly" raiders faction members (NPC will not attack player by default, but attack him if player starts to be hostil), I wanted to call a find package to control the player identity (-> he is friendly at the begining of the package, so the NPC run to the player and greet him).
-> 1st issue : if the package flags "Always run" and "Weapon drawn" are selected, the NPC is stucked and wont move anymore (even after a removescriptPackage). So I had to only select the "Always Run" flag, and forget "Weapon drawn".
-> 2nd Issue : if the player attacks the NPC during the find package (before he activates the player to speak with him) => the NPC will turn in combat (name in red, IsInCombat == 1), but continue to infinitly run to the player (even after the find package ending), insult him as he was combating player, but don't do anything else. The unique solution I found after 6hours of testing is to add any weapon to the NPC, then force him to equip it. After that he will correctly combat the player.
What I used to debug NPCs in case of player engage combat during the package :
If GetIsCurrentPackage FindPackID == 1 && GetCombatTarget == player && IsWeaponOut == 1 If getItemcount Weap10mmPistol == 0 additem Weap10mmPistol 1 1 Endif If GetEquipped Weap10mmPistol == 0 ShowMessage AAMessAlarmValue Additem Ammo10mm 10 1 EquipItem Weap10mmPistol Endif RemoveScriptPackage Endif
Thanatos00 14:22, 31 august 2010 (UTC)