Ai & Factions...why Garrett is blamed always. - by Flux
Flux on 9/7/2008 at 10:29
So I enjoy messing around with factions. There are these two npcs with weapons. They enjoy conversation, then the player does something, script is triggered to change their faction status and they attack each other. One of them kills the other. All is fine up to this point.
However, when another guard arrives at the scene, he automatically assumes it's the player who'd done it and enters into search mode.
Is there a way to make ai "ignore" dead bodies? I couldn't achieve anything with the "forget evidence" script.
Ziemanskye on 9/7/2008 at 18:03
I think for that to work you need to change the faction properties of the guard as well.
I don't know for certain, but if he dislikes the dead dude, seeing him dead might not make him quite so unhappy.
(And I think the forget scripts only work once they've found some evidence, so you can't put it on a body and have them ignore it, though there may be properties/scripts you can do to achieve that instead)
Flux on 21/7/2008 at 10:50
Well, that did the trick, thanks a lot. Didn't know there was such hatred between hostile factions.:p Now when a city guard who's a hammer deep in his heart sees a dead pagan, ignores happily.
(I put the forget script on the guard, though...didn't work. This might be needed later on, to make them forget something, not just a dead body but any sort of evidence. As if they drink some sort of alzheimers potion.;) )
ShadowSneaker on 26/11/2008 at 04:45
Is it possible to change Garrett's faction so that humans would see him as an undead being? When they see zombies or haunts they say things like "I will slay the beast!" etc etc. I want the AI to say that when they see Garrett.
I looked in the player properties but the AIPawn property that you use to change factions for AI's is not there and doesn't have a corresponding property. Could it be done via the AI's properties or is this likely to be impossible?
SS
Beleg Cúthalion on 26/11/2008 at 08:06
body_type: monster or something; also used for the new Keeper Enforcers(tm) once they're visible and lying around.
However, I have a similar problem like Flux. I have a group of pirates (same faction, Pagan by the way to be extra sure) that's supposed to turn hostile to the linked City Watch guards (same faction) and their allies and usually it works, sometimes the guards stop fighting when there's still a thug left and sometimes, after being at the scene, leaving it and coming again later, the CW guards would turn hostile when they see me what they didn't do previously (because of the Pavelock before breakout faction model). Well, I'll see.
Flux on 26/11/2008 at 16:46
Beleg, I think that problem is related with AI's core code. Because I wanted to create a full battle scene between hammers and pagans. No need to change factions, they are enemies, right? Everything looked good but after 1-2 minutes things started go looney. The problem is when some of them got killed, upon seeing lots of dead bodies around, their friends start to search around for who's responsible.
Pretty stupid but makes sense in a way. Afterall, ai is coded to search for the "player" when they discover dead bodies and they go on alert mode. However, since there are still enemies around they got stuck in this infinite loop of "I see a dead body, I shall search for who is responsible" and/or "I see members of enemy faction, I shall hunt them down"
Beleg Cúthalion on 26/11/2008 at 16:58
I have no problem to do a work-around for this in my mission (have to stay away from trouble... I don't look too friendly etc.), it's just kind of... unexact.
And hey, you're still alive! :D
Flux on 26/11/2008 at 17:19
Yep, alive but still blotted with work. Whenever I have some more time, I'll try to upload some more meshes.;)
So what is your work around for this issue? I just wanted to grab a video from a scene where there are lots of pagans and hammers around, well, it didn't look like a real battle.
Ziemanskye on 26/11/2008 at 18:28
Can you not give them an ignore evidence type thing, which either makes the body inconsequential as it falls, or just wipes out them caring about it?
Caradavin on 26/11/2008 at 19:36
Awesome! Good to know this!!:thumb: