Quirk on 11/3/2005 at 01:11
test
Ottoj55 on 11/3/2005 at 01:19
ai>attributes>core settings>team off the top of my head i think is it, you have several options, bad 1, bad 2, good, neutral, you can change settings in game via things like conversations.
Jadon on 11/3/2005 at 07:43
Go look at the guard in Garretts apartment. He most likly has the stuff you are looking for as an example of how to do it.
SneaksieDave on 11/3/2005 at 18:23
Quote Posted by Ottoj55
ai>attributes>core settings>team off the top of my head i think is it, you have several options, bad 1, bad 2, good, neutral, you can change settings in game via things like conversations.
Stupid question time: Huh?
Where exactly is that? Scripts? Actor properties? Because I'm not finding anything like that, anywhere. I looked at the apartment guard, and he has several scripts that might serve to help make him non-hostile, but the only lead I've found is FactionModelClass, and I have no idea if that's the key.
Where is the stuff you're indicating? Perhaps I'm just missing something obvious.
nomad of the pacific on 11/3/2005 at 21:29
Trigger Script:
Condition: When AI becomes alert
Action: Guard the player
You can use any condition you like, but "Guard The Player" turns your AI into your buddy, your pal, you... you get the picture. :D Once the script is triggered, the AI will follow you around like a puppy, killing anyone who gets close to you, including innocents. :ebil: (I haven't tried it on non-combat pawns.) So I've got a body guard while I'm testing my missions! Wee! :laff:
OrbWeaver on 12/3/2005 at 17:20
Quote Posted by Ottoj55
ai>attributes>core settings>team off the top of my head i think is it, you have several options, bad 1, bad 2, good, neutral, you can change settings in game via things like conversations.
That is in Dromed - we are talking about T3Ed here.
SneaksieDave on 12/3/2005 at 18:20
Ugh, are you serious? Perhaps that's why there's been no reply. Glad I didn't waste too much time looking for it... :grr:
Krypt on 12/3/2005 at 18:49
AI factions are handled in their faction model. A faction model is a list of faction settings that you can associate with an AI. Look in your AI's properties under AIPawn, and see what FactionModel it is using. It should say CityWatchFactionModel if it is a city watch guard. Now look in your actor browser under MetaProperty>AIModel>AIFactionModel>T3FactionModel to find a list of all the available faction models. If you look at one of these under AIFaction you'll see a big list of properties with names Disposition_vs_Faction##, which you can set to allied, hostile, or a couple other various settings. Down at the bottom of the list is a Faction_GUID, which defines which faction number the AI with this faction model belongs to.
If you want to change an AI's faction, there are a couple ways you can do it. One way is to change the AI's faction model to one that is hostile toward the player. Depending which model you change it to this can potentially change the AI's alliances with other AIs in the map and cause problems. Make sure whatever faction you switch it to isn't hostile with AIs you want to be its allies or you can end up with a big bloodbath :p There are a couple script actions you can use to change an AI's faction as well. Look in the AI folder in the trigger actions list and find the ones with "Change Disposition:" at the start of them. You can use these actions to change a faction's disposition toward the player or another faction either globally or on an individual basis.
SneaksieDave on 12/3/2005 at 19:10
Wow, so many possibilities, in many areas. I continue to be shocked. Thanks Krypt!
:D With two property changes, I just turned a big brute guard into a hunched over, lurching coward.