Enemies not properly responding with trigger boxes?

Post » Tue Jun 19, 2012 7:53 am

I've been messing around in the creation kit a bit, and made a little nordic dungeon. At the end of the dungeon, i want there to be a difficult enemy to defeat, so i placed a LvlDraugrBossMale to sit in a throne and then awaken and attack as you get close. But, he awakens before I walk into the trigger (his waking up seems random). Every other enemy trigger works fine. I even have other enemies in the same throne position that respond correctly. I've been trying different things for hours, and I can't seem to fix whatever is making him activate prematuely. any idea as to whats going on?
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Janine Rose
 
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Post » Tue Jun 19, 2012 12:22 am

bump? :(
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TRIsha FEnnesse
 
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Post » Tue Jun 19, 2012 9:41 am

Did you copy the prefabs or did you try to make it from scratch? I recently made my own ambush trigger from scratch, and noticed I needed to tick an extra setting inside the script.

Edit: I noticed that you are using an actor that doesn't have Ambush in it. That probably means your actor lacks the master ambush script.
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Manuel rivera
 
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Post » Tue Jun 19, 2012 2:49 am

I did copy it, but I replaced the monster with a higher leveled one which, as you said, apparently does not have the ambush script. Is there a high level enemy which does have some ambush type function? I know there is a dragon priest setup, but I don't want a dragon priest for this. Thank you for your time!
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Killah Bee
 
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Post » Tue Jun 19, 2012 2:15 am

I think solving the problem might be as simple as making a duplicate of the actor you want to use, then adding masterambushscript in the script list, as it should be there as a template.
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Je suis
 
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Post » Tue Jun 19, 2012 12:08 am

I added the script to the draugr boss, but he still didn't wait. the second i attacked a separate draugr in an entirely different room, he awoke. Yet the skeltons attatched to the same trigger box remained still until i properly activated them. D:
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brandon frier
 
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Post » Tue Jun 19, 2012 12:24 am

I've got a similar problem; I can't get the warehouse template throne ambushes to work either, yet it's not a problem with the trigger cos other enemies on the same trigger work fine.

I presume there's some setting in the script that doesn't get copied across or is broken by ctrl-f replacing the actor. That said, the ambushes in the warehouse proper don't seem to work that well either ...

Adding the masterambush script and setting attack on trigger to true makes no difference.

Anyone remember a dungeon (other than yngol's barrow - his set up looks more complex to me) where there's a working version of this trigger?
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Maria Garcia
 
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Post » Tue Jun 19, 2012 1:54 am

Duplicate an enemy that works with the trigger, then press CTRL-F and replace it with a LvlDraugrAmbushBossMale, all the setting should remain the same.
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Melanie
 
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Post » Tue Jun 19, 2012 9:21 am

Make sure it has the Ambush Sleep Package at the top of it's AI Package list, with the condition "GetActorValue - Variable01 == 0" on it.. That should keep it asleep til it's triggered.
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Allison C
 
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Post » Mon Jun 18, 2012 7:39 pm

Make sure it has the Ambush Sleep Package at the top of it's AI Package list, with the condition "GetActorValue - Variable01 == 0" on it.. That should keep it asleep til it's triggered.
LvlDraugrBossMale doesn't have AI package, except the default. Only LvlDraugrAmbushxxx have AI package with the sleep package. It's this type of actor that must be used with the ambushes, it's the same base as the other except they have AI packages and scripts.
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Ludivine Poussineau
 
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Post » Mon Jun 18, 2012 9:32 pm

LvlDraugrBossMale doesn't have AI package, except the default. Only LvlDraugrAmbushxxx have AI package with the sleep package. It's this type of actor that must be used with the ambushes, it's the same base as the other except they have AI packages and scripts.

I meant in addition to adding the AmbushMasterpackage of course. You can make any mob an "ambush" mob...you just need to make sure all it's ducks are in a row.

He was asking why it was waking up too soon, and the lack of the AmbushSleep AI package is what was causing it (Probably)
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BRAD MONTGOMERY
 
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Post » Tue Jun 19, 2012 5:32 am

Yes, but if he adds the package to the actor, he changes all the references in the game, not only his reference. I don't think it's recommended to change this (adding package to Lvlxxxx actors or base actors).
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john page
 
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Post » Tue Jun 19, 2012 2:44 am

The answer to that one is make a copy of the actor then add the right ai scripts and packages by looking whats on the ambush actors.
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Colton Idonthavealastna
 
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