NPC following -1 reply

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Guest

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#1 13 years ago

I like to use the "npc spawn" command to let NPCs make "show fights", f.e. a bunch of Rebels against a Wampa. The problem is with "notarget" the Rebels (or other allied NPCs) still follow me if I move my character, even if I change my playerteam to enemy, free or neutral. And when I changed my playerteam to enemy the "enemys" still ignore me, without using "notarget". So, is there a way to change this, to make the allys don't follow me, to make the enemys follow me when I'm in enemy team, to make them both ignore me when I'm neutral? confusedx.gif Well, I found no console command and also no NPC-file-tutorial for this problem. madx.gif Does anybody know the solution?roll%20eyes%20%28sarcastic%29.gif




Daniel_2005

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8th February 2003

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#2 13 years ago

Dont think its possible

Maybe try spawning them AFTER you set yourself to the enemy team, maybe then the baddies will follow you... if thats what you want? I was a bit confused by your post:P




Guest

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#3 13 years ago

Well Daniel, I tried to spawn them after team change. No change! I don't only want the enemys to follow me when I change to their side. I want to set the condition like: nobody follows me when I'm in playerteam, all follow me (while fighting eachother) when I'm in team neutral, or just the neutral follow me when I'm in enemyteam, something like that. [It's just normal to be confused when I'm trying to write in english.]




Inyri Forge VIP Member

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#4 13 years ago

If you want to set up an "NPC battle" without worrying about them running away from you, try this. Use "d_npcfreeze 1" to freeze the NPCs - that way they won't follow you, or move at all. Set up your "players" for the little battle, then get out of range. When you're ready for them to fight, use "d_npcfreeze 0" to unfreeze them, and they'll be too busy with each other to worry about following you.




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#5 13 years ago

@Inyri Thats the way I'm doing it but I'm looking for a better one (I can't see the details when I'm out of range.), with which I also can play f.e. the Kor map without an idiot Jedi running with me.




Emperor Benedictine

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16th April 2005

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#6 13 years ago

I have this same problem, and I'm still looking for a way to change it. I don't think it's possible, though. I've never found what it is that makes the NPCs behave that way, so I think it must be a file/code we can't access using normal tools.




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#7 13 years ago

@ DarkInvader I made a few tests and I thought the problem is, if there is the line "playerteam Team_Player" in the NPC-File then they will follow you, even if you are in team enemy using "notarget" and we can't change this. But there was something strange: On the Kor1 map, after the cutscene the two jedis attack you, if you are on the dark side. If you now use "notarget" before you kill them they will act like normal enemys that can't see you. (Just like it should be if using "notarget".) But if you run on thought the level the jedis who survive their fight against the cultist/reborn will follow the dark "notarget" using Jaden. So it can't be the "playerteam Team_Player" line. I think there is still hope to solve the problem. The question we have to answer is: Where is the difference between the first two jedis and the other? @all Other question: Why still rancors, wampas, noghri and other "Team_free" NPCs attack me after using "playerteam free" command. They don't attack eachother because of being all in Team free, so why they fight me?




Emperor Benedictine

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#8 13 years ago

I will need to look into the playerteam functions to find the answer, but remember that certain things about NPCs (their class, for example) are defined outside their NPC files. It is likely that the playerteam functions are programmed in code and only an expert programmer could alter them. As for the Jedi on korriban, I think allied NPCs have to be able to see you to define you as an enemy. The jedi at the beginning of the level see you immediately, but after using notarget, any others from that point onwards will not. Therefore they should stop following you if you turn notarget off, and act as enemies.




Guest

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#9 13 years ago

You are right that they attack me when I'm not using "notarget" but this wasn't the strange thing I spoke of. I try to explain it again: the first two: the first two attack you you enter "notarget" they don't follow you the others: the first two attack you you kill them you run to the next jedis they attack you you enter "notarget" they stop attacking you but start to follow you like an ally until you enter "notarget" again, then they attack you again So no matter if you let them first see you or not the other jedis will always act like friendly units when using "notarget" and follow you, while the first two always act like enemys should when using "notarget", they don't move. [Sorry for my bad english! I just don't found such a good forum in german.bawl.gif]




Emperor Benedictine

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#10 13 years ago
TheoESo no matter if you let them first see you or not the other jedis will always act like friendly units when using "notarget" and follow you, while the first two always act like enemys should when using "notarget", they don't move. [/QUOTE]Interesting...there must be a difference between these two sets of Jedi then. I know that when you start deliberately attacking a friendly NPC, any Jedi around you start attacking you and will no longer follow you...so it is something to do with the command that turns friendly NPCs into enemies. I still think it is probably something that can't be changed, since the "playerteam" commands don't have an effect (I have tried this myself). [QUOTE=TheoE]Sorry for my bad english! I just don't found such a good forum in german.

Your english is pretty good. I just misunderstood what you were saying about the Jedi following you even after they had already attacked you. :)