Wounded_Lion Posted November 4, 2006 Share Posted November 4, 2006 Has anyone else noticed something a little odd about the HPPercentLT trigger? It seems to work haphazardly. The trigger is located at the begginning of Thaxll'ssillyia's override script (Morrow Gate) and returns true when appropriate most of the time. Sometimes, however, it seems to take a while for it to return true and trigger the script block (forcing me to run around dodging the dragon's attacks for a round or two so I don't accidently kill him). Any thoughts? Did Black Isle code the trigger a bit off, or is this likely some kind of local problem with my installation or my script? - D Link to comment
berelinde Posted November 4, 2006 Share Posted November 4, 2006 I have no idea about the inner workings of the trigger, but I was amused by the idea of running around trying to *avoid* killing a dragon. Link to comment
Avenger Posted November 11, 2006 Share Posted November 11, 2006 Maybe the dragon was busy running after you and didn't realise it is dead Happens with large creatures... Link to comment
Kaeloree Posted November 12, 2006 Share Posted November 12, 2006 Can't you just you give him an item which stops him from being killed? Link to comment
Zyraen Posted November 12, 2006 Share Posted November 12, 2006 It could be the preceding script block. However since it is at the top it is unlikely. More possibly it could be the AttackReeavalute() Action command, which causes the script to "not kick in" until a few AI cycles. Link to comment
Wounded_Lion Posted November 14, 2006 Author Share Posted November 14, 2006 Can't you just you give him an item which stops him from being killed? No. If I did that, then good characters wouldn't be able to kill him. Unless I added a bit to one of the scripts that creates the item only if the quest has been given. For now, I bumped the trigger to 34 percent. It's not as easy to kill him by accident. If I receive complaints from players that use the mod, then I will use your suggestion, implemented via script. It could be the preceding script block. However since it is at the top it is unlikely. More possibly it could be the AttackReeavalute() Action command, which causes the script to "not kick in" until a few AI cycles. I think that you're right about that, Zyraen. - D Link to comment
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