Difference between revisions of "Command an NPC/Creature to Attack"

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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.)
*Clipped from my [http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=601 Phinix Master Summon] mod.


== Create a Global variable ==
== Create a Global variable ==
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  begin ScriptEffectStart
  begin ScriptEffectStart
    SetAV Aggression 50
  end
  end
   
   
  begin ScriptEffectUpdate
  begin ScriptEffectUpdate
    if globalvar1 == 2
if globalvar1 == 1
        SetAV Aggression 10
SetAV Aggression 50
        StopCombatAlarmOnActor
elseif globalvar1 == 2
    endif
SetAV Aggression 10
endif
  end
  end
   
   
  begin ScriptEffectFinish
  begin ScriptEffectFinish
    SetAV Aggression 10
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 (I use 360 but for this spell it really doesn’t matter since it will stay on until it’s dismissed.)
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 ==
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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
if globalvar1 == 0
set timerinit to 0
endif
if globalvar1 == 1
addspell myFrenzySpell
set globalvar1 to 0
  endif
  endif
  if globalvar1 == 2
  if globalvar1 == 2
  if timerinit == 0
  if timer == 0
  set timer to .5
  set globalvar1 to 0
set timerinit to 1
  elseif timer > 0
  else
set timer to timer - getSecondsPassed
if timer > 0
  StopCombatAlarmOnActor
set timer to timer - getSecondsPassed
elseif timer < 0
  else
set timer to 0
removespell myFrenzySpell
StopCombatAlarmOnActor
set globalvar1 to 0
endif
  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!
-Phinix
Anonymous user