DoctaSax Posted July 19, 2012 Posted July 19, 2012 So... I have this little scene in mind where the PC gets to kill an npc who raped her with impunity. Because rape is bad, m'kay? Starting the combat is easy enough with a "startcombat player" in a dialog result script. But other npcs around me take the rapist's side, due to "help friends & allies" AI, I'm guessing. So let's twiddle with the factions, I thought, and removed the rapist from the relevant factions with removefromfaction, and just to make sure, added him to a brand new faction that is set as enemy to all factions around, like this: RemoveFromFaction GoodspringsFactionRemoveFromFaction GoodspringsMilitiaFactionAddToFaction PCCanKillMeFaction 1SetDisposition player 0startcombat player[/Code] (all of that in an end result script, so the reference is implied) And guess what: it doesn't work. It also doesn't work if I make the reference explicit. Browsed the Beth & Nexus forums for ideas, but no help as far as I could see. Some of the npc's picking the wrong side in this little fight are added by AWOP, but their faction is plain old GoodspringsFaction so it shouldn't matter. What am I doing wrong? Probably something simple
prideslayer Posted July 19, 2012 Posted July 19, 2012 You might need to wait a few frames for it to take effect.. there's almost no telling which functions in the engine take effect right away and which ones are queued. A test script that does something like.. add to faction, check faction membership, remove from faction, test faction membership -- in one frame -- would answer that question.
DoctaSax Posted July 19, 2012 Author Posted July 19, 2012 You might need to wait a few frames for it to take effect.. there's almost no telling which functions in the engine take effect right away and which ones are queued. A test script that does something like.. add to faction' date=' check faction membership, remove from faction, test faction membership -- in one frame -- would answer that question. [/quote'] Argh, of course. No immediate effect if checked in the same frame, so I'll probably have to add a spell script or something. Thanks!
prideslayer Posted July 19, 2012 Posted July 19, 2012 Good luck... resetai may be needed too for good measure, if just waiting a few frames doesn't do it.
GSBmodders Posted July 19, 2012 Posted July 19, 2012 So... I have this little scene in mind where the PC gets to kill an npc who raped her with impunity. Because rape is bad' date=' m'kay? Starting the combat is easy enough with a "startcombat player" in a dialog result script. But other npcs around me take the rapist's side, due to "help friends & allies" AI, I'm guessing. So let's twiddle with the factions, I thought, and removed the rapist from the relevant factions with removefromfaction, and just to make sure, added him to a brand new faction that is set as enemy to all factions around, like this: RemoveFromFaction GoodspringsFactionRemoveFromFaction GoodspringsMilitiaFactionAddToFaction PCCanKillMeFaction 1SetDisposition player 0startcombat player[/Code] (all of that in an end result script, so the reference is implied) And guess what: it doesn't work. It also doesn't work if I make the reference explicit. Browsed the Beth & Nexus forums for ideas, but no help as far as I could see. Some of the npc's picking the wrong side in this little fight are added by AWOP, but their faction is plain old GoodspringsFaction so it shouldn't matter. What am I doing wrong? Probably something simple [/quote'] Study the script for cass, I only briefly looked it over but I believe she is removed from all factions.
DoctaSax Posted July 19, 2012 Author Posted July 19, 2012 Study the script for cass' date=' I only briefly looked it over but I believe she is removed from all factions. [/quote'] Thanks, but I managed to muddle through regardless. Despite a few inexplicable geck crashes along the way
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