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How Do I Make My NPC Attack The PC He Is Talking To?

Intended Audience: For Builders
By David Gaider

[Printer Friendly / Syntax Highlight]

You want to add a script that makes the NPC go hostile. Place the script in the 'Actions Taken' tab down on the bottom right of the dialogue editor... make sure you have the node selected where you want the battle to begin.

If you want the NPC's faction to become hostile against the target, use the generic script "nw_d1_attonend":

NWScript:

If, however, you just want the sole NPC to become hostile and attack, use the generic script "nw_d1_attonend02":

NWScript:

One thing to beware of: if you apply this script to the actual node where the NPC is speaking, they will go hostile right as the dialogue of that node is put up. Likely the NPC will not have time to read it all if it is a long piece of dialogue.

If you are OK with that, great. If not, use the Add button on the last NPC node to add a PC response. Erase the text in the PC response and press Enter... it should become an 'End Dialogue' node. Add the script to the 'Actions Taken' area for the End Dialogue, instead. This way, the player can read the dialogue the NPC is speaking... and when he presses 'Enter to Continue', the NPC will attack.

COMMON PROBLEMS: Make sure that a creature you want to go into combat does not have levels in Commoner. Commoners are set up by the generic AI to run away from hostiles and only form into a mob when there is both a level 10+ Commoner nearby.
Also make sure that if you are using the 'Special Behaviors' in the OnSpawn script (one of the special behavior command lines is uncommented) that you are not using the 'Herbivore' behavior. Herbivores also never engage in combat and will always run away.

 

 

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L'ora attuale è: (imposta ora)
dom, 22 novembre 2009 06:06

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