I want to rebuild the intro's execution so that a Guard and an executioner decapitate a prisoner NPC when the player sits on a bench. But when I have a sit on the bench my NPCs dont do anything.
I put an MyScene.IsPlaying() right after MyScene.Start() and it is true, but the 2 Debug Notifications in the scripts "scene start fragment" and "scene end fragment" never show up.
I also read about the dialog bug and generated such an SEQ File but this didnt solve my Problem (my quest alias should be fine - at least they are not NULL^^).
I started wirh a new interior (simple Room with Navmesh) duplicated the execution chopping block and placed it in the room. After that i duplicated a bench and gave it a script with an OnActivate() Event wich will start the quest and then the scene if the Activator == Player.
After that I created 3 NPCs (2 of them are unique, one is a lvled actor) and gave them the proper Keywords to make them work with the chopping block script.
Next was a quest with these 3 actors as quest alias (2x unique actor 1x via Location Reference) and a scene with the 3 actors, each of them doing 1 action (package sitTarget - choosed the choppingblock as Reference) in Phase 1.
If i put the packages of the scene directly into the NPCs AI Package tab they will do the execution well -> It has to be the scene
Thx for your help, Az