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Posted

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?

 

 

Posted

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).

Posted

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)?

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