SSL script - combat\hostility question

Discussion in 'Fallout General Modding' started by Zorchar, Jul 22, 2020.

  1. Zorchar

    Zorchar It Wandered In From the Wastes

    192
    Jun 18, 2018
    I want to make critters of the same team actually join combat itself, even if I am relatively far away. Like, even if a critter initiates combat, and other team members are not near by, they will not try to actually engage in combat, because they don't see or hear you.

    I want the option to get them other team members to actively search and engage u, once any one of the team members is engaging you in combat

    Is there a flag or something, that I can use in SSL script, to figure out if a specific critter is actually engaged in combat, as opposed to dude is in combat (combat_is_initialized)? Or do I have to make a way around this by creating an exported/map variable that will check hostility, then telling each critter, in combat procedure, to go towards dude until he's close enough to turn hostile?
     
  2. Darek

    Darek is currently unavailable

    Jan 7, 2008
    What would happen if you simply disable their line of sight cheks?
     
  3. Zorchar

    Zorchar It Wandered In From the Wastes

    192
    Jun 18, 2018
    There isn't any in the script. Are u talking about somewhere else? I want a way to check if a critter is hostile in combat, like if u don't kill him, u can't end combat. Because u can end combat if he is same team, but not hostile(not talking about running away flag).
    Alternatively, Is there a way to check if a certain team is hostile? Like actively attacking in combat?
     
    Last edited: Jul 22, 2020
  4. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Well, location hostility is usually handled via a GVAR check in the critter_p_proc procedure. However, it's still possible they won't react to the player while in combat until the combat has ended (which is when they would re-enter combat mode).
     
  5. Zorchar

    Zorchar It Wandered In From the Wastes

    192
    Jun 18, 2018
    It doesn't quite solve my problem.

    I will update my question.

    I find it annoying that in Navarro for example, u can start shooting the guys at the entrance, "raising the alarm", yet not all the guards rush to the gates.

    What is the best way to solve this?

    I know I can make them rush towards the entrance once combat ended, by using a GVAR and critter_proc. Can I do so while in combat, and they are not hostile?
     
  6. Darek

    Darek is currently unavailable

    Jan 7, 2008
    As far as I know, you can force them to join the fight by putting an attack complex command in their combat procedure.
    I haven't played around with it that much, so not sure how well it works. But it may be worth a try. :shrug:
    Something like... no LOS and same elevation as dude then attack complex dude...

    As far as being able to terminate combat when no LOS, that is hard coded and to my knowledge there is currently no way to change that.
     
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