Difference between revisions of "Talk:Find Package"

Jump to navigation Jump to search
1,614 bytes added ,  07:29, 31 August 2010
no edit summary
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
Line 1: Line 1:
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)
Anonymous user

Navigation menu