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Re: AI (without quest?)

Posted: Sat Aug 07, 2010 11:56 am
by Phantom2005
Soo... nobody knows how to fix it yet? :|

Re: AI (without quest?)

Posted: Sat Aug 07, 2010 2:17 pm
by Stake
Phantom2005 wrote:Soo... nobody knows how to fix it yet? :|
Check my edited post. I don't like making new posts. :P
viewtopic.php?f=81&t=18035#p98254

Re: AI (without quest?)

Posted: Tue Aug 10, 2010 12:05 pm
by Phantom2005
Still doesn't seem to work here.

Re: AI (without quest?)

Posted: Tue Aug 10, 2010 11:22 pm
by Stake
Phantom2005 wrote:Still doesn't seem to work here.
Try with a clean core and dp. I already checked, but it worked well for me. :)

Re: AI (without quest?)

Posted: Wed Aug 11, 2010 5:23 pm
by Raikkon35
Stake wrote:
Phantom2005 wrote:Soo... nobody knows how to fix it yet? :|
Check my edited post. I don't like making new posts. :P
viewtopic.php?f=81&t=18035#p98254
Tested, first Elpy runs away, after, it attacks player.

Re: AI (without quest?)

Posted: Sun Jan 16, 2011 7:34 pm
by Raikkon35
Bump!

Re: AI (without quest?)

Posted: Sun Jan 16, 2011 10:15 pm
by ZaKaX
How about disabling the NPC's Core AI (do that onSpawn, something like npc.disableCoreAi(true)), then just setting the NPC intention to MOVE_TO as long as the NPC intention is not already MOVE_TO?

With disabled Core AI, NPC shouldn't attack you anymore... and setIntention(IDLE) is bullshit as mentioned earlier. It's the FleeNpc script itself that's screwed up.