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How to make someone attack me...

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U

username_2065172

Senior user
#1
Apr 22, 2008
How to make someone attack me...

I tried everything: I insulted them, I screamed on them, I called them names... but they still stand and stare at me... :mad:But seriously:I created two peasants and wanted them to attack me. I gave them all the abilities from the guide (abilities, affiliation, attack PC, enemy witcher), I gave them swords (temerian), abilities (autojump, cr_weapon_witcherSteelSword), finisher_1h_sword), HeavyWounded and Wounded - I don't know what are the last two for, but they were in the tutorial). I gave them WitcherSteeelSword as a weapon type and h_bas_sword1h01 as an attack. When I start the game, they are red all right. But they just stand there, swords in their hands, waiting to get killed - they don't attack me on sight. They don't even defend themselves! And since I am on the subject another question: what script should I use (and how) to make them talk to me first, and then attack me after the dialogue ends?
 
T

tnz

Senior user
#2
Apr 23, 2008
I suppose that that commoner models don't have attack animations for one handed swords. It's because some of models don't have combat animation sets - like commoners.But ofc you can add this animation set to this model.If you don't have model sources (mdl) in your \Data dir - You must create file named cr_[modelname].mdl in \Data\Meshes\Characters\NPC directory. for example cr_citi1.mdl.Inside this file write :
Code:
compositemodel cr_[modelname] cm_[modelname] animationset face animationset gest animationset gest_m animationset effect animationset c_dggf animationset c_fsc animationset c_1hs animationset c_bowf animationset c_pss animationset id_m animationset work animationset work_mdonecompositemodel
for example for model cr_citi1.mdl :
Code:
compositemodel cr_citi1 cm_citi1 animationset face animationset gest animationset gest_m animationset effect animationset c_dggf animationset c_fsc animationset c_1hs animationset c_bowf animationset c_pss animationset id_m animationset work animationset work_mdonecompositemodel
animationset c_1hs < this is animation set for one handed sword.you can also add animationset c_1hsh < this is animation set for one handed sword and shield.It should resolve your problem.And what about script - you must change npc's affiliation and attitude after dialog - put something like this as script in last dialog line (or as ScriptOnEnd in teleportandtalk() function):
Code:
object oTarget = GetObjectByTag("your_npc_tag");SetProfile(oTarget, PROFILE_TYPE_AFFILIATION_WITCHER, FALSE);AI_SetPersonalAttitude(CN_ATTITUDE_HOSTILE, oPC, oTarget);
I hope it will help.
 
U

username_2065172

Senior user
#3
Apr 23, 2008
Thanks a lot, will try it as soon as I can..I will also change the model for, let's say, bandit and see if they are going to fight.I'll report back as soon as I have it done :)
 
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