Difference between revisions of "Command an NPC/Creature to Attack"
Command an NPC/Creature to Attack (edit)
Revision as of 12:09, 26 December 2009
, 12:09, 26 December 2009no edit summary
imported>Phinix (A simple way to set up an Attack/Defend menu using OnActivate.) |
imported>Phinix |
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[[Category:Scripting]] | [[Category:Scripting]] | ||
This tutorial will explain how to set up a script on a custom NPC/creature so that by activating it you will be able to command it to attack nearby actors (including friendlies.) | This tutorial will explain how to set up a script on a custom NPC/creature so that by activating it you will be able to command it to attack nearby actors (including friendlies.) | ||
== Create a Global variable == | == Create a Global variable == | ||
Start by clicking '''Gameplay''' on the main CS menu, and select '''Globals''' | Start by clicking '''Gameplay''' on the main CS menu, and select '''Globals'''. | ||
Right-click the list on the left and select "New." | Right-click the list on the left and select "New." | ||
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[[Image:Phicommandtut01.jpg]] | [[Image:Phicommandtut01.jpg]] | ||
Give your variable a name. For this guide I’ll use '''globalvar1''' but you'll want to make | Give your variable a name. For this guide I’ll use '''globalvar1''' but you'll want to make certain and use something unique for any global you create. | ||
You can see it | You can see it gets set as a '''short''' variable with a value of "0" by default, which is what we want. Click OK to close the Globals window. | ||
== Create a Magic Effect script == | == Create a Magic Effect script == | ||
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begin ScriptEffectStart | begin ScriptEffectStart | ||
end | end | ||
begin ScriptEffectUpdate | begin ScriptEffectUpdate | ||
if globalvar1 == 1 | |||
SetAV Aggression 50 | |||
elseif globalvar1 == 2 | |||
SetAV Aggression 10 | |||
endif | |||
end | end | ||
begin ScriptEffectFinish | begin ScriptEffectFinish | ||
SetAV Aggression 10 | |||
end | end | ||
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Now right-click the space on the right and select "New" to bring up the box to add a new spell effect. | Now right-click the space on the right and select "New" to bring up the box to add a new spell effect. | ||
For the effect choose "Script Effect" and give it a duration | For the effect choose "Script Effect" and give it a duration of 0, since we're adding it as an Ability which remains constant. | ||
Give it an "Effect Name," then choose any school and visual. Do not check "Effect is Hostile." | Give it an "Effect Name," then choose any school and visual. Do not check "Effect is Hostile." | ||
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[[Image:Phicommandtut03.jpg]] | [[Image:Phicommandtut03.jpg]] | ||
'''NOTE:''' Left this out before; it is very important you be sure to put this spell in the spell list of the NPC/Creature you want to be able to command. | |||
Do this by first double-clicking the MPC/character in the CS to open their stats sheet. Click the '''SpellList''' tab. | |||
Now go back to the Spell branch of the Object Window and find your Frenzy spell you just made, and drag it into the NPC/Creature's spell list. | |||
== Create the Object script for your NPC == | == Create the Object script for your NPC == | ||
Follow the same steps as above to create another new script, only make this one an '''Object''' type. You can replace the names of the short and float variables listed at the top to be whatever you wish. Same goes for the script name. | |||
Once created this script will need to go on the NPC/creature you want to command: | |||
ScriptName MyNPCScript | ScriptName MyNPCScript | ||
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short timerinit | short timerinit | ||
short activestat | short activestat | ||
short button | |||
float timer | float timer | ||
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set activestat to 0 | set activestat to 0 | ||
elseif button == 1 | elseif button == 1 | ||
set timer to 1.5 | |||
set globalvar1 to 2 | set globalvar1 to 2 | ||
set activestat to 0 | set activestat to 0 | ||
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endif | endif | ||
endif | endif | ||
endif | endif | ||
if globalvar1 == 2 | if globalvar1 == 2 | ||
if | if timer == 0 | ||
set | set globalvar1 to 0 | ||
elseif timer > 0 | |||
set timer to timer - getSecondsPassed | |||
StopCombatAlarmOnActor | |||
elseif timer < 0 | |||
set timer to 0 | |||
endif | endif | ||
endif | endif | ||
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That should do it. I set my summons to have '''aggression''' at 10 in their AI setup by default. That way they’ll fight when attacked but won’t go after friendlies unless you command them to. | That should do it. I set my summons to have '''aggression''' at 10 in their AI setup by default. That way they’ll fight when attacked but won’t go after friendlies unless you command them to. | ||
'''UPDATE:''' The reason I use the timer for setting the defensive state to 2 and then back to 0 (waiting state) is so that if multiple NPC/Creatures are watching this same global variable status to change their hostility (using the Ability script we added), we want to give the game a few frames to think about it so all of them get the message. | |||
This is something I have discovered in troubleshooting some issues with actor scripts seemingly losing the ability to effect the global through their menu. I believe this has been resolved by adding the Ability to their spell list directly in the editor rather than attempting to do so on-the-fly via additional scripting. This method eliminates some unnecessary complexity, and seems to work better. Your mileage may vary. | |||
Best of luck! | Best of luck! | ||