Getting creatures to do certain things when targeted by a Co

Post » Fri Dec 02, 2011 11:48 pm

Hey guys, a little while ago I made a modder's resource available on the Nexus site of some "vampiric"-looking goblin heads. Anyhoo, just for a bit of fun I decided to make a dungeon showcasing them, and I've come up with an idea involving some prisoner/cattle-type goblins in the cave, that I'd like to run by you all and see if it's feasable.

Basically, I've got a prison guard who carries a Command Creature staff, and a bunch of prisoner goblins who have their aggression set to 0 and basically just stand around. However, I'm trying to hint to the player that it'd be a good idea to use the Command Creature staff to rescue these prisoners. My understanding is that under normal circumstances these goblins would be commanded by the player and fight for him/her. That's all well and good, but I thought I'd use the opportunity for some puzzle-solving.

Basically, I want to give these prisoner goblins an AI package that only works when they're Commanded, which makes them run off and activate a hard to find switch or something, or they find a hidden key and give it to the player. The thing is, I don't know if this will work, on account of those Command spells pretty much overriding the existing AI packages.

So, what I'd like to know, is there any way to not override my AI packages, but also get these goblins to perform certain tasks when Commanded, and THEN once they're done, be treated like a normal Commanded creature?
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Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri Dec 02, 2011 9:06 pm

Hey guys, a little while ago I made a modder's resource available on the Nexus site of some "vampiric"-looking goblin heads. Anyhoo, just for a bit of fun I decided to make a dungeon showcasing them, and I've come up with an idea involving some prisoner/cattle-type goblins in the cave, that I'd like to run by you all and see if it's feasable.

Basically, I've got a prison guard who carries a Command Creature staff, and a bunch of prisoner goblins who have their aggression set to 0 and basically just stand around. However, I'm trying to hint to the player that it'd be a good idea to use the Command Creature staff to rescue these prisoners. My understanding is that under normal circumstances these goblins would be commanded by the player and fight for him/her. That's all well and good, but I thought I'd use the opportunity for some puzzle-solving.

Basically, I want to give these prisoner goblins an AI package that only works when they're Commanded, which makes them run off and activate a hard to find switch or something, or they find a hidden key and give it to the player. The thing is, I don't know if this will work, on account of those Command spells pretty much overriding the existing AI packages.

So, what I'd like to know, is there any way to not override my AI packages, but also get these goblins to perform certain tasks when Commanded, and THEN once they're done, be treated like a normal Commanded creature?


The staff is going to cast a spell ? (not just be decorative ?) in that case just make a spell script that once applied to the goblins adds the AI package to get/open/unlock whatever then in the finish block just remove the AI package and the goblin will return to his old AI.

Now if you want them to be basically companions after the task is complete, just in the spell when you add the AI to open/get/unlock you also remove the AI that is keeping them in that cave and when the spell ends and you remove the Get/Unlock/Open AI you replace it with a follow player AI -> now if your looking for a more comprehensive companion interface that would be done is a similar manner just with a ton more work. :)
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brenden casey
 
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Joined: Mon Sep 17, 2007 9:58 pm

Post » Fri Dec 02, 2011 1:28 pm

The staff is going to cast a spell ? (not just be decorative ?) in that case just make a spell script that once applied to the goblins adds the AI package to get/open/unlock whatever then in the finish block just remove the AI package and the goblin will return to his old AI.

Now if you want them to be basically companions after the task is complete, just in the spell when you add the AI to open/get/unlock you also remove the AI that is keeping them in that cave and when the spell ends and you remove the Get/Unlock/Open AI you replace it with a follow player AI -> now if your looking for a more comprehensive companion interface that would be done is a similar manner just with a ton more work. :)


Cool, thanks. I'm pretty sure I've got my script set up properly now. :)
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Tanika O'Connell
 
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Joined: Fri Jan 26, 2007 1:34 am


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