i'm trying to make a script that, when it's run, makes all the guards in a city come after me (i built the city myself) but i have an issue. because of a quest i made the guards come charging in for a questioning by having them start combat. by forcegreet they stop combat and ask their question. when you answer wrong they SHOULD attack you but... you guessed it.. they don't. i could only make 1 attack you through dialog but the others just don't seem to notice and start wandering around again. i want to make a start script i can run through the dialog that makes all the guards (they all have the same ID) attack "player". but how do i formulate it? because simply typing startcombat "payer" doesnt work ofcourse. is there some kind of command that specifies the action to a specific ID?
thanks!
(if anyone wants to make one for me the ID is Dun Bardall Guard)
Post the script.
"StartCombat" will take a fix : Actor_ID-> StartCombat, Player
I'm not sure if this will work for multiple references on the same ID. If not you could set local scripts to each gaurd with a short variable and set the variable in dialogue.
Begin MadModeShort readyif (MenuMode == 1) returnendifIf (Ready == 0) return elseif (Ready == 1) StartCombat, player endifendifend
The guard initiating dialogue would set the variable in the results box linked to the "wrong answer". Such as;
Set "Dun Bardall Guard".Ready to 1
Been some time since I have written code, so bear with me here. :hehe: