Guest Ebon Posted January 7, 2005 Share Posted January 7, 2005 This was done for BG1. I decided to change the AI scripts so hostile parties won't break when one of their units is attacked. When one would see an enemy (or is attacked) it should shout 40 (never-before-used) and whoever'd hear it would attack its enemy (or cast a spell). I modified the WD*.BCS/WT*.BCS, and for testing the hobgoblins near Friendly Arm Inn, I also changed HOBGOBF.BCS. For compiling I used BioWare's ScriptCompiler and changed BS extension to BCS and InfExp recognized it. I copied the BCSs in BG1's Override. Here's modified HOBGOBF.BCS (added Shout(40), Heard([ANYONE],40) trigger and changed the condition in the first trigger) IF Help([0.0.0.HOBGOBLIN]) [I]// HOBGOBLIN is class not race[/I] THEN RESPONSE #100 Attack(LastAttackerOf(LastHelp(Myself))) END IF AttackedBy([ANYONE],DEFAULT) THEN RESPONSE #50 Shout(40) AttackReevaluate(LastAttackerOf(Myself),15) RESPONSE #50 Shout(40) AttackReevaluate(NearestEnemyOf(Myself),15) END IF See(NearestEnemyOf(Myself)) Class(NearestEnemyOf(Myself),MAGE) THEN RESPONSE #100 Shout(40) AttackReevaluate(NearestEnemyOf(Myself),15) END IF See(NearestEnemyOf(Myself)) THEN RESPONSE #100 Shout(40) AttackReevaluate(NearestEnemyOf(Myself),15) END [I]// the new trigger[/I] IF Heard([ANYONE],40) THEN RESPONSE #100 AttackReevaluate(NearestEnemyOf(LastHeardBy (Myself)),15) END The Wd*/Wt* files were modified similarly, with Heard at the end. The problem is that the new trigger doesn't work at all. The monsters act as they always did even though they use the correct scripts. I also tried Help()/Help(whoo)/LastHelp(who) but no effect. What gives? The test was done with Hobgoblins near FAI (bg1) Link to comment
Echon Posted January 9, 2005 Share Posted January 9, 2005 The problem is that the block is at the bottom, thus is becomes the lowest priority. I suggest you make it the second or the third block from the top. -Echon Link to comment
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