Issue with enemies coming after the player

Post » Sun Aug 08, 2010 5:33 pm

I'm having a problem that I'm not sure how to fix. I have some Mr. Gutsys set up at pretty much the opposite end of a cell that the player starts at as far as the path through the cell is concerned, but where layout is concerned they're pretty much in a room right below you. They "see" the player through the walls/floors and come running through the cell, setting off every trap along the way and showing up rubbing shoulders in a hallway. Is there a more efficient solution to this problem than having doors in every door frame or setting up a trigger the player walks through to enable them?
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Cash n Class
 
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Post » Sun Aug 08, 2010 10:08 pm

If you want them to wait until the player is closer, set up a "wait" AI package and "attack" package for them. Then add a trigger object so that when the player reaches a certain point, the attack package will be activated. Also, traps can have a faction setting, so that NPC/creatures of the same faction will not set off traps. It sounds like you want that anyway.
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Philip Lyon
 
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Post » Sun Aug 08, 2010 3:30 pm

If you want them to wait until the player is closer, set up a "wait" AI package and "attack" package for them. Then add a trigger object so that when the player reaches a certain point, the attack package will be activated. Also, traps can have a faction setting, so that NPC/creatures of the same faction will not set off traps. It sounds like you want that anyway.


Both together worked like a charm. Thanks a lot!
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Peter lopez
 
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