Dragon priest breaks free... but he shouldn′t!

Post » Wed Jun 20, 2012 12:09 pm

I have two dragon priests inside one of my lairs. Both of them are locked into seperate rooms behind remoteoperated port gate poles.
Outside of this rooms rages a battle between Dremora, Werewolves, Anomalies, etc..

While the battles goes on, something causes the priest to switch to the other side of the poles which makes them become active parts of the battle... but they should stay locked until the player reaches a certain point (== trigger).


Does someone knows, how to prefent them from switching?


Its fine, if the priest joins the battle and are shooting at the creatures outside. Its fine if they get hit too...
But its not okay if they brake loose and actively engage the player! This makes it nearly impossible to survive. Especially, if all other creatures have died allready!

Any hints on the cause or on a solution are very welcome!!
Thx!

note: narrowing the poles closer togehter didn′t help... they still switch side. Breaking the navmesh keeps them inside the rooms but not from switching. And the navmesh should stay connected, because the priests shall move across after being release by trigger...
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Wed Jun 20, 2012 1:57 pm

Breaking the navmesh keeps them inside the rooms but not from switching.

Umm... what? How could breaking the nav mesh keep them inside but not keep them inside at the same time? Anyway, if disabling nav mesh will solve the problem, check http://www.gamesas.com/topic/1364835-disableenable-navmesh/.

If that's not a solution, script them with http://www.creationkit.com/EnableAI_-_Actor until the doors open.
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Wed Jun 20, 2012 4:45 pm

Okay. with breaking NAvmesh I ment, to divide the navmesh. One for each room, one for the battlefield...

Disabling the AI is not what I want to do... the priests should be fully operational but should stay into their rooms....
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Wed Jun 20, 2012 1:49 pm

I know what you mean by breaking the nav mesh. What I don't understand is what you say happens when you break the nav mesh.

Breaking the navmesh keeps them inside the rooms but not from switching.

You say that it keeps them in their rooms. But you also say that they will still switch to the other side of the gates. So does it keep them in their rooms, or doesn't it?
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Wed Jun 20, 2012 10:13 pm

Okay, now I understand... the navmesh for the rooms extended the poles a little bit... so the priest switched but stayed at the rest of the navmesh.



But since breaking the navmesh is no option, we can stick to the topic: what causes the priest to switch!
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Wed Jun 20, 2012 1:01 pm

Check my first post. I linked to a topic discussing dynamically enabling/disabling nav meshes.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Wed Jun 20, 2012 11:24 pm

Okay, will do...
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Wed Jun 20, 2012 6:57 pm

Fine, I red the post, but ít isn′t really helpfull.... would just be a "big" workaround.

Wouldn′t be necessary if the priests wouldn′t switch in the first place. There must be a solution without navmesh cutting and scripting - I hope...
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Wed Jun 20, 2012 7:22 pm

Found a "quick′n′dirty" solution: changed the poles to a prison door.... doesnt look that good, but keeps the priests where they are ment to... :confused:
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Wed Jun 20, 2012 11:21 pm

Did you make them the 'Ambush' variety and not normal? I think Ambush has something extra that keeps it down until you trigger it.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Thu Jun 21, 2012 12:07 am

This might be a dumb suggestion, but can the player actually SEE the priests before hitting the trigger? If not, just set them to disabled, and enable them with the trigger.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Thu Jun 21, 2012 2:23 am

Put a collision block in the doorway, and disable it when the trigger gets hit.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Jun 20, 2012 6:16 pm

Thx for the replies!

The priests are visible to the player. Imagine them as beasts in a cage, waiting to be released to join the battle!
Ambushes and Collision Blocks arn′t helpful, because the priest should be able to engage the other creatures outside when they still locked inside their rooms.


But I think, I gonna stick with the prison cell doors!
They do fine! Priests stay inside but can shoot thru them... the player knows they are there and he has to deal wth them later...

Poles would have looked better, but I dont care anymore. As long as the battle rages as planed, I am happy :cool:




If someone got a good explanation, why the priest switch side, I′m still glad to hear it... thx.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Thu Jun 21, 2012 2:50 am

If someone got a good explanation, why the priest switch side, I′m still glad to hear it... thx.

What AI packages do you have set up for them? It might have something to do with that. In fact, you could probably set them up with a hold in place (I think that was what it's called) package, and then swap that for your battle package with the trigger. They should stay put, then the player triggers them and they then come out of their cage. You could do it with stage conditions on their packages then set the stage when the player enters the trigger.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Jun 20, 2012 12:55 pm

I used the default packages. Didn′t changed something here... maybe I should.

Will the priests still engage the others when I asign a "hold in place" AI or will they stand still and become easy targets? Need them to be active but locked inside...
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Thu Jun 21, 2012 3:30 am

I used the default packages. Didn′t changed something here... maybe I should.

Will the priests still engage the others when I asign a "hold in place" AI or will they stand still and become easy targets? Need them to be active but locked inside...

I looked at a couple of different packages and I see 2 ways they set them up. One is a travel package the other is a sandbox. I think either would work for you. I would try the default sandbox near editor location first. Pull that package up, give it a new name and save yourself a new package when it prompts you to. Then set the radius to 10 or so (something very small) and see how your priests do with that. You might have to play with the radius for your desired effect though.

They shouldn't ignore combat unless you flag them to ignore combat, so they should engage any opposing faction if the enemy gets close enough to them, but should also remain locked into that small radius you gave them. There are a variety of ways you can script your sequence to change their packages on command as well. So, if you need the priests to come out of their holding cells and go to the player to fight, give them a travel to player package and either script it to change when the player enters your trigger or some other way when you need this to happen. To me, the most simple way is to use quest stages, and set up conditions on your packages that will stop the hold in place package when the travel to player (to fight!) becomes valid.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am


Return to V - Skyrim