How to set dragon behaviour?

Post » Thu Jun 21, 2012 5:49 am

I have made a sea cell region and I have a ship and a dragon there but th edragon keeps flying in and out of water in and out of the ship , not caring for any collision box I placed or even markers or navmesh I did ... what's the workflow to make this work?
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Danny Blight
 
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Post » Thu Jun 21, 2012 6:15 am

Maybe Skymarkers?

(Not to be confused with skyhooks...)
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NEGRO
 
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Post » Thu Jun 21, 2012 11:52 am

and what are thosE?
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kasia
 
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Post » Thu Jun 21, 2012 2:54 pm

So how to?
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Tanya
 
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Post » Thu Jun 21, 2012 4:39 am

http://www.creationkit.com/Reference#Extra
Sky Marker: For http://www.creationkit.com/Markers, flags this marker as a point in the air that can be used in a Dragon's flight path.
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Rude_Bitch_420
 
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Post » Thu Jun 21, 2012 3:20 am

Ok for the flight path , but how can I do to make the Dragon Grab someone and throw him away ? or may be eat ?
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Ashley Tamen
 
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Post » Thu Jun 21, 2012 6:39 am

Sugestions?
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Tracy Byworth
 
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Post » Thu Jun 21, 2012 6:20 am

Have you checked Helgen (Unbound) and the Dragonsreach porch (The Fallen)? I think the grab and drop in those cases is some kind of scripted event, but I haven't looked into it.
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Siobhan Wallis-McRobert
 
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Post » Thu Jun 21, 2012 2:50 am

It happened to be grabbed once by the dragon and be thrown away ... so it is random as well as the grabbing of my player was in a made by me area and I just dropped the dragon out , but I wanted somehow to script it on a NPC ....
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Alkira rose Nankivell
 
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Post » Thu Jun 21, 2012 12:06 pm

After further research... it's a scene/package that does it.

If you WANT the dragon to grab someone and toss them them midair, take a look at the quest MQ101DragonAttack. Inside there is a tiny scene called MQ101DragonAttackDAlduinStrafeScene (it's the third one in the list of scenes for that quest). It has exactly one action: execute a package called dunCGAlduinDFlightGrabPkg. The package has a targeted alias (a special soldier alias), giving Alduin a target. That little sequence pretty much spells it out for you. That particular package is supposed to ignore collison.

Or you could simply search the packages for dunCGFlightGrab. You will find that there is a package procedure called FlightGrab, and it's usually sandwiched in between Patrol procedures. Edit a procedure and season to taste.

Edit: I don't know how to make a dragon do this randomly. My brain hurts when I look at the CK anymore...
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stacy hamilton
 
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Post » Thu Jun 21, 2012 3:46 pm

lol why?
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Shaylee Shaw
 
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Post » Thu Jun 21, 2012 4:29 am

What kind of Dragon should be used for a special encounter dragon? the one with scripts or the one without?
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Kelly Osbourne Kelly
 
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Post » Thu Jun 21, 2012 2:21 pm

How do I do to setup in an alias a Dragon actor? I can't seem to be able to select a named dragon as actor ... is there anything special I should set up?
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hannah sillery
 
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Post » Thu Jun 21, 2012 6:00 am

lol why?

Two words: Real life. I hate it when RL interferes with Skyrim!

Glancing at the scripts on scripted Enc dragons, one small script (MG05RitualDragonScript) just allows the harvest of dragon heart scales for the Alternation master quest. It's not necessary, but if you leave it out, you will probably have to explain why players can't harvest the heart scales from YOUR dragon.

The other, much longer script, deals with all the little details of dragons, from what skin they use to setting up NPC interactions (for ex, when you kill a dragon near a town and people come running to gawk at it). It also covers crash landings, perching behavior in towns, absorbing dragon souls, etc. I can't advise you on this one, because I don't know what kind of behavior you want for your dragon. The only thing I can say is that it wouldn't hurt to copy the script body into a new script, and then edit out things you don't want. Be sure to check the script properties and makes sure they are what you need, and don't leave anything extra in there. Just as long as you don't change the original script.

(Scripting is what makes me :banghead: :wallbash: and :ahhh: so ask someone else for answers on that!!)

For the dragon alias, if you want a one-of-a-kind dragon, it just makes sense to make a one-of-a-kind dragon. You can use the Template Data thingy at the bottom left of the new Actor's window and base it off of any encounter dragon you choose, so much of the work is done for you.
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Prue
 
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Post » Thu Jun 21, 2012 5:22 am

I did check other dragon actors , the weird is that Paarthurnax is an unique actor while Odahviing is a forced ref ...

But how can I do to enale a disabled dragon?
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Dragonz Dancer
 
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Post » Thu Jun 21, 2012 3:03 pm

On the dragon alias, make sure to check 'Allow Disabled' and then enable the dragon through quest stage script fragments.
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Scott Clemmons
 
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Post » Thu Jun 21, 2012 4:39 pm

I did but the problem I have no wis that when gets close to the ship it keeps entering in and out of it , entering inand out of sea like if there was nothing there ... how can I fix that ?
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April
 
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Post » Thu Jun 21, 2012 6:27 am

Does your dragon have any packages? On the AI Packages tab, do you have the DefaultDragonPackageList set for the Deafult Package List? Or are you using the DefaultDragonMasterPackage?

If not, and mind you I have no idea if this will work, but try giving your dragon a package that includes the Orbit action. Without testing it, it seems to differ from the Patrol action. The DefaultDragonMasterPackage just has Orbit, Sit, and Patrol, so it might be useful by itself.
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Lil'.KiiDD
 
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Post » Thu Jun 21, 2012 3:03 pm

It has patrol untill the scene activates grab but grabs nothing and none .... And keeps entering in and out of water and stuff....
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Ernesto Salinas
 
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Post » Thu Jun 21, 2012 1:54 am

So far have setup all precisely for the Dragon to work in the scene , but the flightgrab with the start and end markers placed as well as is in the MQ104 scene , doesn't work for me , I have no idea why , I set the target as one of the aliases that are in the scene but it is not grabbing any reason why this?

Also the dragon ights still flying back and forth inside water and completely ignoring building collisions passing throught them is there any other way to fix that?
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Charity Hughes
 
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Post » Thu Jun 21, 2012 10:23 am

What I discovered so far :

Dragon Marker : sets the position of the dragon when is heavily wounded and will kep fighting by ground

DragonPErch Tower and Dragon Perch rock are landing sites for the Dragon , he will use them randomly ...

Markers can be flagged as sky with a radius and on a patrol the Dragon will target them and fly around it's radius , on linked circle it will perform a circle on the sky following the markers if specified by a patrol ...


but I still can't get the Dragon to Grab someone or something

And I can't revent the Dragon for passing throught water , sea and buildings ..


anyone has any idea how to block this ?
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Sabrina Steige
 
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Post » Thu Jun 21, 2012 3:57 pm

No one did yet find out this stuff?
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Jade Payton
 
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Post » Thu Jun 21, 2012 5:25 am

I am starting to think that perhabs the dragonbehaviour do not work on specific alias targets?
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Cedric Pearson
 
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