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Araknuum's picture

:gangster:

So changing a chicken's alignment to good "reproduced" the chase scene. As did making my Lab Phrak attack friends in it's comfort zone, and making the chicken a "Monster" friend. The second is crazy, because Phrancis would attack every other monster I put near him, including other Phrak. The first is more suited, and can be exploited in fun ways, but can also break immersion in not fun ways. Since any evil aligned actor will now attack chickens, Krug in the farmlands are in a lot of different spots. This was surprising, but ultimately not desirable. The problem is that Skrubbs, Wolves, Snappers, and A few Krug are all scripted to activate when they sense good, and chickens are fairly prevalent on farms. So, triggers get triggered, and chickens get slaughtered, all before you get close enough to witness anything save the aftermath.

I'm not yet operating under this assumption, but I have it, that trying to make mobs hostile to baddies AND goodies in a believable and gameplay effecting way will require the type of triggered alignment change that Iryan mentioned. I hope that I can create an instanced chicken and add the trigger skrit to it, then copy/paste my template into ambient_chicken.gas, over the original chicken template. I need the skrit, and I'm totally willing to figure out how to make it work, whether in Siege Editor or Skritpad, but if anyone knows the mechanics of making an actor change alignment when you see them, I would appreciate some help, or a point in the right direction. I'm looking at alignment_switcher.skrit and I can tell I'm not yet equipped to decipher what I'm looking at...
:spider: