ferzal Posted June 22, 2018 Share Posted June 22, 2018 As per Title: Is there a way to temporarily force a hostile target to attack a target of your choice? Or at least move that priority to the top of the list. I'm messing around with some ideas. A target (friendly or foe) can have a "hit me" status effect on thrown on them (new made-up GUID effect). Is it then possible to force a hostile target to attack something with that affliction? There are a few ideas behind this: -A general very short taunt (possibly OP) for tanks. -A "backfire" on spells/attacks or penalty for using a powerful spell/attack (equivalent to gaining threat in other types of games) -Afflict a hostile target with the status and have its allies turn on it (might not be possible without charm but could factor that in). -Chaotic effect that could apply to friend or foe with "wild magic" mods. I can "kind of" edit ai behaviour (I think) for some enemies and have them favour a target with status "x" (I think) but that's a LOT of reworking without an obvious override for all hostile characters. Any clues here? Link to comment Share on other sites More sharing options...
ferzal Posted June 24, 2018 Author Share Posted June 24, 2018 Attempting to answer my own question. I am going to try a dirty shortcut here that may work. I will give details if it works. The only other surefire way involves editing ai behaviour all over the place (basically the entire decision tree bundle). Link to comment Share on other sites More sharing options...
ferzal Posted June 29, 2018 Author Share Posted June 29, 2018 With the doco out I thought I'd revisit this. Enemy AI appears to be hidden now where it wasn't previously. I looked through the documentation a bit and found a lot of interesting stuff but also came out with a load of questions and confusion that I'll need to play around with to sort out. The doco appears to me to suggest that I can't really manipulate enemy AI even on a very temporary basis. The targetting preference scripts like HasStatusEffect(Guid) would seem to apply to party AI scripts. Can anyone think of a way to push this onto enemy AI so that it targets things with given status effect(s)? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now