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Fight Me! [message #57541] Mon, 07 June 2010 08:07 Go to next message
atlos123 is currently offline  atlos123
Messages: 16
Registered: June 2010
Location: U.S.,N.Y.
I'd like to know how to make it so that guild apprentices and such that don't normally fight against you will fight against you.

I've tried using factions and editing CEnemyDef and all but I must be doing something wrong, thanks for any help.

[Updated on: Mon, 07 June 2010 08:08]

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Re: Fight Me! [message #57542 is a reply to message #57541] Mon, 07 June 2010 09:34 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
CEnemyDef and FACTION entries are only one aspect of what you're trying to do.

Check out BRAIN, COMBAT_TYPE, COMBAT_SEQUENCE and ATTACK_PATTERN entries (as well as related CDefs) of various enemies, then compare them to the entries that villagers have. And yes, guild apprentices are villagers for all intents and purposes.

One thing you'll definitely want to check out is the CCombatAbility*Defs, as I'm sure the COMBAT_TYPE entries for villagers won't have any. And see if you can find anything about priority in the BRAIN entries, stuff like SG_SEEK_ENEMY, SG_SEEK_SCRIPT_TARGET, SG_MELEE_COMBAT_NEARBY_ATTACK_WHEN_VERY_CLOSE, SG_MELEE_COMBAT_NEARBY2, those need to have a higher priority than SG_MINION_GO_TO_BED and stuff like that.

[Updated on: Mon, 07 June 2010 09:37]

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Re: Fight Me! [message #57545 is a reply to message #57541] Mon, 07 June 2010 11:21 Go to previous message
atlos123 is currently offline  atlos123
Messages: 16
Registered: June 2010
Location: U.S.,N.Y.
Is it also possible to make certain creatures (Like guards) able to follow like villagers and twinblades bandits?

[Updated on: Mon, 07 June 2010 11:27]

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