Issue with PlayIdleWithTarget and killer staying in combat a

Post » Sat Jan 25, 2014 12:33 pm

It's in an execution scene where my killer walks behind the target and slits the guys throat. I have a fragment with the PlayIdleWithTarget in a dialog, so he says, "This is for Valerius" and kills the guy. (It looks awesome!)

The first problem I have is that calling that idle seems to put my killer into combat mode because (I thought) he should just let the guy drop, and walk back to his starting position based on how I have the phases set up. However, after killing him he stays at alert/combat status and holds an invisible 2H weapon, lol. (All of the packages in this alias are all flagged with weapons unequipped, which I presume is way he's holding an invisible weapon?)

Can I force him out of this combat mode?

I already have a travel back to his starting mark package on him after the kill move, as well as a dialog in that phase with the IdleStop_Loose set to play when he speaks, but it doesn't look like it's playing. He does however say his dialog and ends the scene properly.

I also set a stage with this in it:

Korst.PlayIdle(IdleStop_Loose)Korst.SetAlert(false)Alias_Korst.GetActorRef().EvaluatePackage()

The 2nd problem is that he doesn't equip a weapon for the kill move. In the same fragment, I give him a dagger and also tell him to equip it, but he doesn't equip it. Any suggestions on that?
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Amie Mccubbing
 
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Post » Sat Jan 25, 2014 8:52 am


Two thoughts off the top of my head:

1) In the Actor Behavior setting of your scene, is your NPC set to ignore death and combat?

2) In addition to SetAlert(false) you could try StopCombat() and/or StopCombatAlarm()
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Alex Blacke
 
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Post » Sat Jan 25, 2014 6:11 am


1) I have all flags unchecked there.

2) Cool, I'll try those tomorrow. Thanks!
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djimi
 
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Post » Sat Jan 25, 2014 4:20 am

Well, crap, none of that worked, lol. I threw everything at it and he refuses to come out of his combat mode. What's even more strange is that I never actually turn him hostile or anyone hostile against him. It's just the play idle with target only. I guess that idle somehow causes the killer to go into combat mode. But, I put a band-aid on it by adding a force greet from another actor as soon as the scene ends, and Korst just resumes his normal schedule. He still walks away holding the invisible 2H weapon, but it clears as soon as you change locations. It's wonky, but I suppose it could be worse.

But he still will NOT equip his damn dagger to kill the guy and I can't effing understand why. /stare.gif' class='bbc_emoticon' alt=':stare:' /> /banghead.gif' class='bbc_emoticon' alt=':banghead:' />
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Ashley Campos
 
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Post » Sat Jan 25, 2014 3:07 am

Maybe chucking in a http://www.creationkit.com/DrawWeapon_-_Actor after the EquipItem()?

- Hypno
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casey macmillan
 
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Post » Sat Jan 25, 2014 12:35 pm

Or a package with Ignore Combat and No Combat Alert flags checked?
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Karine laverre
 
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Post » Sat Jan 25, 2014 1:25 am

Bumping this thread.

To fix this bug, the actor that is to initiate the idle, must have the weapon drawn flag checked on scene packages. If it is not checked, when the idle is done playing, the actor will remain in alert status, and no combat based functions will get them out of it.

This is tested for scenes with packages running with the phase the function is to be called on. All scene packages in the scene with the initiating actor do not have to have the Weapon drawn flag checked. ONLY the scene package(s) that will be associated with the phase(s) the PlayIdleWithTarget is called on.

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celebrity
 
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