npc no hate player
i set up factions i got 2 factions of npcs fighting each other 1 npc helping player 1 fighting the player (and npc) but if the player uses an AE taunt or anything that hits the npc that likes them then the npc starts attacking the player and don't like them anymore..
how can i fix this? i want the npcs to not like each other and fight each other but i don't want the npc that likes the player not to not like the player ever.. the npc should not get aggro from he player if he has good factions. is there a way to stop this? i tried setting H in the special attacks so they dont agro but that makes hem not agro the npcs ether. i want them to still fight the npcs. |
***bump***
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You can put a check in the source code that looks up the NPC's faction against the faction of the player and then removes the client from the hate list if it matches your specified target. This would be fairly easy to do actually. If that didn't make any sense, you should consider learning the background on the source code before attempting to implement such a fix, as you will be much better off in the long run.
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ya that makes scene to me.. just checking the faction do i have to check for the faction id or just if there > indiff.?
i was thinking the same thing kinda but i was not sure where to put the check itself. i could put it in where the npc does its check on who is attacking but i figure by that time there already kos. |
could i do in aggro.cpp somewhere to say if(mob->GetName() == "general_eleus") and target is player then wipe hatelsit?
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i added this to aggro.ccp
in the bool Mob::IsAttackAllowed(Mob *target) function Code:
//////////////////////ADDED////////////////////// Code:
and added BT_Noattack = 9 to the bodytypes.h file.. think this will work of am i close? |
well all that did was break my spell casting :(
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ok i got it in case anyone is wondering ill post the code changes once i get it all tested make sure. but so far so good.
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ok this seems to be working so if anyone is interested..
i changed this in aggro.cpp Code:
//cannot hurt untargetable mobs Code:
//cannot hurt untargetable mobs i also changed bodytypes.h Code:
BT_SummonedUndead = 8, Code:
BT_SummonedUndead = 8, now only prob i am having is you can still target taunt them with normal taunt so if someone knows how to fix that i would love the help but i dont think anyone is going to intentionally taunt these mobs. so its not that big a deal mostly i was trying to prevent accidental aggro. also this done stop bots and prob not pets so if there is a fix for that would be great also. i would like to end up making this like body type 11 but that you can target. completely invul to anything a player does to it. bu not normal npcs on opposing fractions. |
Things like taunt, harm touch, kick, etc. are considered special attacks and do not fall under the auto attack category and will thus slip by. To fix your bot problem, you just need to add additional checks in your if statements to determine if the object is a bot or not with IsBot() or a function of your choosing.
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