Author Topic: Problem with default summon scripts  (Read 1146 times)

Legacy_Imperator

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Problem with default summon scripts
« on: May 07, 2016, 07:22:01 pm »


               

Does anyone know why summons automatically stop doing things when they're invisible? like from invisibility sphere or just the regular spell.



               
               

               
            

Legacy_KMdS!

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Problem with default summon scripts
« Reply #1 on: May 07, 2016, 07:42:22 pm »


               

Lol, Are you sure they stop, because you will see an translucent  image the last place you saw them, the spell cast location. Move around and look at your map to make sure they aren't moving.



               
               

               
            

Legacy_AndrueD

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Problem with default summon scripts
« Reply #2 on: May 08, 2016, 05:09:52 am »


               

Pixie always cast ImpInvis on self then get sneak attack. Mage must get lvl 5 b4 pixie start to cast then does more and more sneaks this way.  Like mayb 3 or 4 times a day. All summon use same radal commands so donna think pets have diffrent AI then summon creature or undead.  They all work same for me and I use invis skel chief all times to move past easy NPC to get to boss then have attack.


 


Maybe wut you see is wen summon go invis, they not get threat by enemy unless enemy True see and then not autoattack unless threat happen.  Guard work diffrent than Follow or Attack Near.  I read these once but forget where it told how AI change.  Has also sumthing to do with percept range of summon too I am thinking.



               
               

               
            

Legacy_Shadooow

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Problem with default summon scripts
« Reply #3 on: May 08, 2016, 01:52:55 pm »


               

Threre is one bug in familiar AI which causes familiar/summon/henchman to neverr finish casting a spell if your character is attacking too rappidly (ie 5+ attacks per round, haste).


 


This was fixed in my community path project. but it doesn't look like the issue you have...



               
               

               
            

Legacy_Grani

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Problem with default summon scripts
« Reply #4 on: May 08, 2016, 02:54:16 pm »


               


Threre is one bug in familiar AI which causes familiar/summon/henchman to neverr finish casting a spell if your character is attacking too rappidly (ie 5+ attacks per round, haste).


 


This was fixed in my community path project. but it doesn't look like the issue you have...




 


Are you talking about NPCs starting to cast spells and then stopping for no apparent reason, only to start again and MAYBE succeed, maybe not?


Because I do have a bug like this even though I'm using 1.71.


               
               

               
            

Legacy_Shadooow

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Problem with default summon scripts
« Reply #5 on: May 08, 2016, 03:38:26 pm »


               


Are you talking about NPCs starting to cast spells and then stopping for no apparent reason, only to start again and MAYBE succeed, maybe not?


Because I do have a bug like this even though I'm using 1.71.




Yes thats the issue. Maybe I am wrong then and this was fixed in 1.72beta, but Im sure I fixed this.


 


 


EDIT:


 


ok so its in 1.72


 



 


Neverwinter Nights Community Patch 1.72 beta 4 content:


Fixed broken stuff from previous Patch versions:

- Fixed switch for managing henchman inventory which worked reversely.

- Fixed bug with henchman's automatic trap handling.

- Added missing code for Wounding itemproperty handling (somehow didn't make it into 1.71 final due to the overlook).

- Chain lightning: removed duplicate oTarget != spell.Target condition code (no impact on functionality, only cleaner coding).


Revisited features from previous Patch versions:

- Harpy song won't be used by AI under silence effect anymore.

- Removed ground targetting from the Blinding Spittle special ability (Eye of Gruumsh) as it caused misfires. (2DA change in spells.2da)

- Wounding property will be functional now even when player is dying.

- ground item models improved featuring ground models for shields and increased appearance range to 255 (Gruftlord)


New fixes and features:


Tileset fixes:

- tde01_c13_01: one mesh didn't faded properly

- tde01_a01_02: fixed flickering of the lava behind the bars

- tdm01_z01_01: shiny water fixed

- tde01_o16_01: pathnode changed to fix pathfinding issues

- tdt01_j02_02: "up in the air" walkmesh fix


AI improvements:

- Improved barbarian rage handling, creature using barbarian rage will immediately run into combat and won't stand flatfooted any longer. (Note this is 1.71 feature which is allowed by default only for henchmans and creatures with variable 70_ALLOW_RAGE = 1, it won't have impact on creatures using the special ability rage version)

- Improved intentional trap triggering by a henchman. It's still not perfect due to the engine limitation, but its not more reliable then before.

- Daze spell handling - won't be cast on creatures with more than 5 HD.

- AI will be able (with 50% chance) to cast silence spell at location instead of at target, granting no saving throw roll.
- Fixed henchmen AI issue that could cancel ongoing spellcasting in middle, to cast exactly the same spell again.



               
               

               
            

Legacy_Grani

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Problem with default summon scripts
« Reply #6 on: May 08, 2016, 03:59:51 pm »


               

Ah, good. Is final release of 1.72 nearing it completion, by the way? '<img'>



               
               

               
            

Legacy_Imperator

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Problem with default summon scripts
« Reply #7 on: May 11, 2016, 08:43:29 am »


               

Naw, I fixed it by adding in something but it doesn't work in all cases, I can only get it to work for NPCs that have summons.


 


Basically if a summon is ever in invis or is in invis sphere and you give them a command to attack nearest or do anything, they don't take any hostile actions what so ever. I'm assuming that this is some built in script to the default summon scripts.. I've tried looking for the cause but I haven't been able to find anything.