Game.SetPlayerAIDriven(True)

Post » Fri Nov 16, 2012 9:08 pm

I have a Scene where At a point I want the player to follow the actor. So I created a package followto and set it up belonging to the quest and the actor as the target alias as well as where to follow to.
I then in the script of the scene beginning this stage added Game.SetPlayerAIDriven(True)

When the scene happens the actor turns slightly and You can not move him forward or backward but he does not seem to act on the package that the scene has provided.


What's wrong ?
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Natasha Biss
 
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Post » Fri Nov 16, 2012 4:08 pm

As far as I know, other modders move the player by:

1. Disabling Player Controls
2. Using TranlateTo, or MoveTo (and/or a couple of others) - Depending what movement is required.
3. Re-enable Player Controls

I've never seen anyone quote using SetPlayerAIDriven ... And I don't know what it does
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Fam Mughal
 
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Post » Fri Nov 16, 2012 7:58 pm

SetPlayerAIDriven is suppose to allow you to give the player a package like you do other actors and the player will act on that package. as long as this command is true. It does not seem to be working in my scene with other actors.
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nath
 
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Post » Fri Nov 16, 2012 8:48 am

I'd look again at the package - I have got a package to work on the player after SetPlayerAIDriven().
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Jade Payton
 
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Post » Fri Nov 16, 2012 3:16 pm

did you actually assigned the alias containing the following package to the player?
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Taylrea Teodor
 
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Post » Fri Nov 16, 2012 10:26 am

What amgepo said. Make sure the alias has actually been filled. Use debug notifications to check for "not none". I use a modified version of a PathTo package to drive Frostfall's wood harvesting cutscene.

Side note: be extremely careful using AI packages on the player, or anything that causes the player to generate an animation. They can cause issues where when the player enters that worldspace / cell again from an interior cell, they will be teleported to the last place that animation played. I resolved this problem by moving the marker I was using for a pathing target to a special interior cell that the player will never enter.
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Rhiannon Jones
 
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Post » Fri Nov 16, 2012 10:32 pm

Wow that last part sounds creepy :smile: "extremely careful using AI packages on the player, or anything that causes the player to generate an animation. They can cause issues where when the player enters that worldspace / cell again from an interior cell"

I have the player as an Alias and in the Scene I give him a package that is for that quest ? What do you mean "alias containing the following package to the player"
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Adam Kriner
 
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Post » Fri Nov 16, 2012 12:52 pm

Wow, still learning stuff here after 4+ months (or whatever it is)


And they mean that in the Quest that is running your scene you must have an Alias that has the package you want to apply to the PC.

Check that this Alias "playeralias" or whatever you called it, is actually getting filled properly. Instructions on how to test that in post up above by chesko
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W E I R D
 
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